import { lib, game, ui, get, ai, _status } from "../../noname.js"; /** @type { importCharacterConfig['skill'] } */ const skills = { //蔡瑁 olzuolian: { audio: 2, enable: "phaseUse", filter(event, player) { return player.getHp() > 0 && game.hasPlayer(target => target.countCards("h")); }, filterTarget(card, player, target) { return target.countCards("h"); }, selectTarget() { return [1, get.event("player").getHp()]; }, usable: 1, multitarget: true, multiline: true, async content(event, trigger, player) { const targets = event.targets.sortBySeat(); const cards = targets.slice().map(i => i.getCards("h").randomGet()); const videoId = lib.status.videoId++; game.broadcastAll( (targets, cards, id, player) => { let dialog = ui.create.dialog(get.translation(player) + "发动了【佐练】", cards); dialog.videoId = id; const getName = target => { if (target._tempTranslate) return target._tempTranslate; var name = target.name; if (lib.translate[name + "_ab"]) return lib.translate[name + "_ab"]; return get.translation(name); }; for (let i = 0; i < targets.length; i++) { dialog.buttons[i].querySelector(".info").innerHTML = getName(targets[i]); } }, targets, cards, videoId, player ); await game.asyncDelay(3); game.broadcastAll("closeDialog", videoId); const cards_cardPile = Array.from(ui.cardPile.childNodes).filter(i => i.name == "sha" && get.nature(i, false)); const cards_discardPile = Array.from(ui.discardPile.childNodes).filter(i => i.name == "sha" && get.nature(i, false)); if (!Boolean(cards_cardPile.length + cards_discardPile.length)) { player.popup("杯具"); player.chat("我属性【杀】呢?!"); game.log("但牌堆和弃牌堆都没有属性【杀】!"); return; } const result = await player .chooseToMove("佐练:选择交换展示牌和牌堆或弃牌堆中的属性【杀】") .set( "list", (function (cards, cardPile, discardPile) { let list = [["展示手牌", cards, "olzuolian_tag"]]; if (cardPile.length) { list.push(["牌堆", cardPile]); } if (discardPile.length) { list.push(["弃牌堆", discardPile]); } return list; })(cards, cards_cardPile, cards_discardPile) ) .set("filterMove", (from, to, moved) => { if (typeof to == "number") return false; const cards=get.event("cards"); if(cards.includes(from.link)==cards.includes(to.link)) return false; for(const pl of [[from.link,to.link],[to.link,from.link]]){ if(cards.includes(pl[0])&&moved[0].includes(pl[1])&&cards.indexOf(pl[0])!=moved[0].indexOf(pl[1])) return false; } return true; }) .set("processAI", list => { return list.map(i => i[1]); }) .set("cards", cards) .forResult(); if (result.bool) { const cardsx = result.moved[0]; for (let i = 0; i < cardsx.length; i++) { const current = targets[i], card = cardsx[i]; if (!cards.includes(card)) { if (cards_cardPile.includes(card)) { current.$throw([cards[i]], 1000); await current .lose([cards[i]], ui.cardPile) .set("insert_index", () => { return ui.cardPile.childNodes[get.event("num")]; }) .set("num", cards_cardPile.indexOf(card)); } else if (cards_discardPile.includes(card)) { await current.loseToDiscardpile(cards[i]); } await current.gain(card, "gain2"); } } } }, ai: { order: 10, result: { target(player, target) { //插个眼,等PZ157拯救此AI return 0.5 - Math.random(); }, }, }, }, oljingzhou: { audio: 2, trigger: { player: "damageBegin3" }, filter(event, player) { return player.getHp() > 0; }, async cost(event, trigger, player) { event.result = await player .chooseTarget(get.prompt2("oljingzhou"), [1, player.getHp()]) .set("ai", target => { const player = get.event("player"), trigger = get.event().getTrigger(); if (trigger.hasNature() && target == player) { return -get.effect(target, { name: "tiesuo" }, player, player); } return get.effect(target, { name: "tiesuo" }, player, player); }) .forResult(); }, async content(event, trigger, player) { for (const i of event.targets) { await i.link(!i.isLinked()); } }, }, //裴秀 //我们三国杀也有属于自己的爽文.jpg olmaozhu: { audio: 2, trigger: { source: "damageBegin1" }, filter(event, player) { const count = lib.skill.olmaozhu.countSkill; if (!player.isPhaseUsing() || count(player) <= count(event.player)) return false; const evtx = event.getParent("phaseUse"); return !player.getHistory("sourceDamage", evt => { return evt.getParent("phaseUse") == evtx && count(player) > count(evt.player); }).length; }, forced: true, logTarget: "player", content() { trigger.increase("num"); }, countSkill(player) { return player.getSkills(null, false, false).filter(i => { const info = get.info(i); return !info || !info.charlotte; }).length; }, mod: { cardUsable(card, player, num) { if (card.name == "sha") return num + lib.skill.olmaozhu.countSkill(player); }, maxHandcard(player, num) { return num + lib.skill.olmaozhu.countSkill(player); }, }, }, oljinlan: { audio: 2, enable: "phaseUse", filter(event, player) { const count = lib.skill.olmaozhu.countSkill; return player.countCards("h") < Math.max(...game.filterPlayer().map(i => count(i))); }, filterCard: () => false, selectCard: [0, 1], prompt() { const count = lib.skill.olmaozhu.countSkill; return "将手牌数摸至" + get.cnNumber(Math.max(...game.filterPlayer().map(i => count(i)))) + "张"; }, usable: 1, content() { const count = lib.skill.olmaozhu.countSkill; player.drawTo(Math.max(...game.filterPlayer().map(i => count(i)))); }, ai: { order: 0.000000114514191981, result: { player: 1 }, }, }, //鸭蛋 olqingya: { audio: 2, trigger: { player: "useCardToPlayered", }, filter(event, player) { if (event.targets.length != 1 || event.target == player || event.target.hasSkill("nodis")) return false; if (event.card.name != "sha") return false; const target = event.target; let left = [], right = [], left2 = player, right2 = player; while (left2 != target && right2 != target) { left2 = left2.getPrevious(); right2 = right2.getNext(); if (left2 != target) left.push(left2); if (right2 != target) right.push(right2); } if (target == left2) { for (const i of left) { if (i.countDiscardableCards(player)) return true; } } if (target == right2) { for (const i of right) { if (i.countDiscardableCards(player)) return true; } } return false; }, aiJudge(player, target, bool) { let left = [], right = [], left2 = player, right2 = player, left3 = false, right3 = false; let eff_left = 0, eff_right = 0; while (left2 != target && right2 != target) { left2 = left2.getPrevious(); right2 = right2.getNext(); if (left2 != target) left.push(left2); if (right2 != target) right.push(right2); } const card = { name: "guohe", position: "h" }; if (target == left2) { for (const i of left) { if (i.countDiscardableCards(player)) { left3 = true; eff_left += get.effect(i, card, player, player); } } } if (target == right2) { for (const i of right) { if (i.countDiscardableCards(player)) { right3 = true; eff_right += get.effect(i, card, player, player); } } } if (left3 && right3) { if (!bool) return Math.max(eff_left, eff_right); if (eff_left > Math.max(0, eff_right)) return "↖顺时针"; if (eff_right > Math.max(0, eff_left)) return "逆时针↗"; return "cancel2"; } else if (left3) { if (bool) return eff_left > 0 ? "↖顺时针" : "cancel2"; return eff_left; } else if (right3) { if (bool) return eff_right > 0 ? "逆时针↗" : "cancel2"; return eff_right; } else return bool ? "cancel2" : 0; }, async cost(event, trigger, player) { const choices = []; const target = trigger.target; let left = [], right = [], left2 = player, right2 = player; while (left2 != target && right2 != target) { left2 = left2.getPrevious(); right2 = right2.getNext(); if (left2 != target) left.push(left2); if (right2 != target) right.push(right2); } if (target == left2) { for (const i of left) { if (lib.filter.targetEnabled2(trigger.card, player, i)) { choices.push("↖顺时针"); break; } } } if (target == right2) { for (const i of right) { if (lib.filter.targetEnabled2(trigger.card, player, i)) { choices.push("逆时针↗"); break; } } } choices.push("cancel2"); const result = await player .chooseControl(choices) .set("prompt", get.prompt("olqingya")) .set("prompt2", `弃置自己和${get.translation(trigger.target)}某个方向之间的所有角色(不包括你与其)各一张手牌`) .set("choices", choices) .set("ai", () => { var evt = _status.event.getTrigger(); return lib.skill.olqingya.aiJudge(evt.player, evt.target, true); }) .forResult(); if (result.control !== "cancel2") { event.result = { bool: true, cost_data: { control: result.control, }, }; } }, async content(event, trigger, player) { const result = event.cost_data; const targets = []; game.log(player, "选择了", "#g" + result.control); if (result.control == "↖顺时针") { let current = player.getPrevious(); while (current != trigger.target) { if (current.countDiscardableCards(player)) targets.push(current); current = current.getPrevious(); } } else { let current = player.getNext(); while (current != trigger.target) { if (current.countDiscardableCards(player)) targets.push(current); current = current.getNext(); } } for (const current of targets) { if (!current.countDiscardableCards(player)) continue; player.line(current); await player.discardPlayerCard(current, true); } await game.asyncDelayx(); let evt = trigger; while (true) { if (!evt.name || lib.phaseName.includes(evt.name)) break; evt = evt.getParent(); } if (player.getHistory("custom", evtx => evtx.olqingya === evt.name).length) return; player.getHistory("custom").push({ olqingya: evt.name }); player .when({ global: lib.phaseName.map(name => name + "End").concat("phaseAfter"), }) .filter(evt => { if (evt.name === "phase") return true; let evt2 = trigger; while (true) { if (!evt2.name || lib.phaseName.includes(evt2.name)) break; evt2 = evt2.getParent(); } return evt2.name !== evt.name; }) .vars({ curPhaseName: evt.name, }) .then(() => { if (trigger.name === "phase") { return event.finish(); } const history = player.getHistory("useSkill", evt => { if (evt.skill !== "olqingya") return false; const evtx = evt.event.getParent(curPhaseName); if (!evtx || evtx.name !== curPhaseName) return false; return true; }), cards = []; history.forEach(evt => { game.countPlayer2(current => { current.checkHistory("lose", evtx => { if (evtx.getParent(4) !== evt.event) return; cards.addArray(evtx.cards.filterInD("d")); }); }, true); }); if (!cards.length) { return event.finish(); } event.cards = cards; player .chooseButton(["倾轧:是否使用其中的一张牌?", event.cards]) .set("filterButton", button => { return get.player().hasUseTarget(button.link); }) .set("ai", button => { return get.player().getUseValue(button.link); }); }) .then(() => { if (result.bool) { const card = result.links[0]; player.$gain2(card, false); game.delayx(); player.chooseUseTarget(card, true); } }); }, ai: { effect: { player_use(card, player, target) { if (!target || player._olqingya_judging || ui.selected.targets.length || player == target || target.hasSkill("nodis")) return; if (typeof card != "object" || card.name != "sha") return false; player._olqingya_judging = true; var effect = lib.skill.olqingya.aiJudge(player, target); delete player._olqingya_judging; if (effect > 0) return [1, effect / Math.max(0.01, get.attitude(player, player))]; }, }, }, }, oltielun: { audio: 2, mod: { globalFrom(from, to, distance) { let usedCount = 0; const stats = from.stat.slice(); stats.reverse(); for (const stat of stats) { Object.values(stat.card).forEach(cnt => { usedCount += cnt; }); if (stat.isRound) break; } return distance - usedCount; }, }, }, //SP孙策 olliantao: { audio: 2, trigger: { player: "phaseUseBegin" }, filter(event, player) { return game.hasPlayer(target => target != player); }, async cost(event, trigger, player) { event.result = await player .chooseTarget(get.prompt2(event.name.slice(0, -"_cost".length)), lib.filter.notMe) .set("ai", target => { const player = get.event("player"), att = get.attitude(player, target); const colors = Object.keys(lib.color).filter(i => i != "none"); if ( !colors.some(color => player.hasCard(card => { const juedou = get.autoViewAs({ name: "juedou" }, [card]); return player.canUse(juedou, target, false); }, "h") ) ) return 20 + (3 - get.sgn(att)) + Math.random(); const effs = colors.reduce((list, color) => { const cards = player.getCards("h", card => { const juedou = get.autoViewAs({ name: "juedou" }, [card]); return player.canUse(juedou, target, false); }); if (cards.length) { list.push( cards.reduce((sum, card) => { const juedou = get.autoViewAs({ name: "juedou" }, [card]); return sum + get.effect(target, juedou, player, player); }, 0) ); } return list; }, []); return Math[att > 0 ? "max" : "min"].apply(Math, effs); }) .forResult(); }, async content(event, trigger, player) { const target = event.targets[0]; const colors = Object.keys(lib.color).filter(i => i != "none"); if (colors.length && player.countCards("h")) { const result = await target .chooseControl(colors) .set("prompt", "连讨:请选择一个颜色") .set("ai", () => { const player = get.event("player"), source = get.event().getParent().player; let controls = get.event("controls").slice(); if (controls.length == 1) return controls[0]; const getSum = function (color, player, source) { return source .getCards("h", card => { if (get.color(card) != color) return false; const juedou = get.autoViewAs({ name: "juedou" }, [card]); return source.canUse(juedou, player, false); }) .reduce((num, card) => { const juedou = get.autoViewAs({ name: "juedou" }, [card]); return num + get.effect(player, juedou, source, player); }, 0); }; return controls.sort((a, b) => getSum(b, player, source) - getSum(a, player, source))[0]; }) .set("prompt2", get.translation(player) + "将对你依次使用由其手牌中所有此颜色的牌转化的【决斗】") .forResult(); const color = result.control; game.broadcastAll( (color, target) => { lib.skill.olliantao_backup.filterCardx = [color, target]; lib.skill.olliantao_backup.filterCard = function (card, player) { const list = lib.skill.olliantao_backup.filterCardx; if (get.color(card) != list[0]) return false; const juedou = get.autoViewAs({ name: "juedou" }, [card]); return player.canUse(juedou, list[1], false); }; }, color, target ); while ( target.isIn() && player.hasCard(card => lib.skill.olliantao_backup.filterCard(card, player)) && !game.getGlobalHistory("everything", evt => { return evt.name == "dying" && [player, target].includes(evt.player) && evt.getParent("olliantao") == event; }).length ) { await player .chooseToUse() .set("forced", true) .set("openskilldialog", "连讨:将一张" + get.translation(color) + "手牌当作【决斗】对" + get.translation(target) + "使用") .set("norestore", true) .set("_backupevent", "olliantao_backup") .set("custom", { add: {}, replace: { window: function () {} }, }) .backup("olliantao_backup") .set("targetRequired", true) .set("complexSelect", true) .set("filterTarget", function (card, player, target) { if (target != _status.event.sourcex && !ui.selected.targets.includes(_status.event.sourcex)) return false; return lib.filter.targetEnabled.apply(this, arguments); }) .set("sourcex", target) .set("addCount", false); } } const num = player .getHistory("sourceDamage", evt => { return evt.getParent(4) == event; }) .reduce((sum, evt) => sum + evt.num, 0); if (num) await player.draw(num); if ( event.name == "olliantao" && !game.hasPlayer2(current => { return current.getHistory("damage", evt => { return evt.getParent(4) == event; }).length; }) ) { await player.draw(3); player.addTempSkill("olliantao_buff"); player.addMark("olliantao_buff", 3, false); } if ( event.name == "junkliantao" && !target.getHistory("damage", evt => { return evt.getParent(4) == event; }).length ) { await player.draw(); player.addTempSkill("olliantao_buff"); player.addMark("olliantao_buff", 1, false); } }, subSkill: { backup: { viewAs: { name: "juedou" }, position: "h", check: () => 1 + Math.random(), precontent() { delete event.result.skill; }, }, buff: { charlotte: true, onremove: true, mod: { maxHandcard(player, num) { return num + player.countMark("olliantao_buff"); }, cardEnabled(card) { if (card.name == "sha") return false; }, }, intro: { content: "手牌上限+#,不能使用【杀】" }, }, }, }, //王战孙策,但是通渠 junkliantao: { audio: "olliantao", inherit: "olliantao", }, //刘辟 olyicheng: { audio: 2, enable: "phaseUse", usable: 1, async content(event, trigger, player) { let num = player.maxHp, cards = get.cards(num, true); await player.showCards(cards, get.translation(player) + "发动了【易城】"); if (player.countCards("h")) { const sum = cards.reduce((num, card) => num + get.number(card), 0); const { result: { bool, moved }, } = await player .chooseToMove("易城:请选择你要交换的牌") .set("filterMove", (from, to) => { return typeof to !== "number"; }) .set("list", [ [ "牌堆顶", cards, list => { const sum2 = list.reduce((num, card) => num + get.number(card, false), 0); return "牌堆顶(现" + sum2 + { 0: "=", "-1": "<", 1: ">" }[get.sgn(sum2 - sum).toString()] + "原" + sum + ")"; }, ], ["手牌", player.getCards("h")], ]) .set("filterOk", moved => moved[1].some(i => !get.owner(i))) .set("processAI", list => { const player = get.event("player"), limit = Math.min(get.event("num"), player.countCards("h")); let cards = list[0][1].slice(), hs = player.getCards("h"); if (cards.reduce((num, card) => num + get.value(card), 0) > player.getCards("h").reduce((num, card) => num + get.value(card), 0)) { cards.sort((a, b) => get.number(a) - get.number(b)); hs.sort((a, b) => get.number(b) - get.number(a)); let cards2 = cards.slice(0, limit), hs2 = hs.slice(0, limit); if (hs2.reduce((num, card) => num + get.number(card), 0) > cards2.reduce((num, card) => num + get.number(card), 0)) { cards.removeArray(cards2); hs.removeArray(hs2); return [cards.concat(hs2), hs.concat(cards2)]; } return [cards, hs]; } else { cards.sort((a, b) => get.value(b) - get.value(a)); hs.sort((a, b) => get.value(a) - get.value(b)); let cards2 = cards.slice(0, limit), hs2 = hs.slice(0, limit), list = [cards, hs]; for (let i = 0; i < limit; i++) { if (get.value(cards2[i]) > get.value(hs2[i])) { const change = [cards2[i], hs2[i]]; cards[i] = change[1]; hs[i] = change[0]; } else break; } return list; } }) .set("num", num); if (bool) { const puts = player.getCards("h", i => moved[0].includes(i)); const gains = cards.filter(i => moved[1].includes(i)); if (puts.length && gains.length) { player.$throw(puts, 1000); await player.lose(puts, ui.special); await player.gain(gains, "gain2"); cards = moved[0].slice(); if (cards.length) { await game.cardsGotoOrdering(cards); for (let i = cards.length - 1; i >= 0; i--) { ui.cardPile.insertBefore(cards[i], ui.cardPile.firstChild); } game.log(cards, "被放回了牌堆顶"); game.updateRoundNumber(); } await player.showCards(cards, get.translation(player) + "【易城】第一次交换后"); if (cards.reduce((num, card) => num + get.number(card), 0) > sum && player.countCards("h")) { const { result: { bool }, } = await player.chooseBool("易城:是否使用全部手牌交换" + get.translation(cards) + "?").set( "choice", (() => { return cards.reduce((num, card) => num + get.value(card), 0) > player.getCards("h").reduce((num, card) => num + get.value(card), 0); })() ); if (bool) { const hs = player.getCards("h"); player.$throw(hs, 1000); await player.lose(hs, ui.special); await player.gain(cards, "gain2"); cards = hs.slice(); if (cards.length) { await game.cardsGotoOrdering(cards); for (let i = cards.length - 1; i >= 0; i--) { ui.cardPile.insertBefore(cards[i], ui.cardPile.firstChild); } game.log(cards, "被放回了牌堆顶"); game.updateRoundNumber(); } await player.showCards(cards, get.translation(player) + "【易城】第二次交换后"); } } } } } }, ai: { order: 9, result: { player: 1 }, }, }, //陆凯 olxuanzhu: { mark: true, marktext: "☯", zhuanhuanji: true, audio: 2, enable: "chooseToUse", filter(event, player) { if (!player.countCards("he") || event.type == "wuxie") return false; return get .inpileVCardList(info => { const name = info[2], type = get.type(name), infox = get.info({ name: name }); if (type != "basic" && type != "trick") return false; if (type == "trick" && (!infox || !infox.filterTarget)) return false; return (type != "basic") == (player.storage.olxuanzhu || false); }) .some(card => event.filterCard({ name: card[2], nature: card[3] }, player, event)); }, usable: 1, chooseButton: { dialog(event, player) { const list = get .inpileVCardList(info => { const name = info[2], type = get.type(name), infox = get.info({ name: name }); if (type != "basic" && type != "trick") return false; if (type == "trick" && (!infox || !infox.filterTarget)) return false; return (type != "basic") == (player.storage.olxuanzhu || false); }) .filter(card => event.filterCard({ name: card[2], nature: card[3] }, player, event)); return ui.create.dialog("玄注", [list, "vcard"]); }, check(button) { if (get.event().getParent().type != "phase") return 1; return get.event("player").getUseValue({ name: button.link[2], nature: button.link[3] }); }, backup(links, player) { let next = { audio: "olxuanzhu", filterCard: true, popname: true, check(card) { return 1 / (get.value(card) || 0.5); }, position: "he", ignoreMod: true, precontent() { const cards = event.result.cards.slice(); player.addToExpansion(cards, player, "give").gaintag.add("olxuanzhu"); const viewAs = { name: event.result.card.name, nature: event.result.card.nature, }; event.result.card = viewAs; event.result.cards = []; player .when("useCardAfter") .filter(evt => evt.skill == "olxuanzhu_backup") .then(() => { const card = cards[0]; if (get.type(card) != "equip") player.chooseToDiscard("he", true); else { const cardx = player.getExpansions("olxuanzhu"); if (cardx.length) { player.loseToDiscardpile(cardx); player.draw(cardx.length); } } }) .vars({ cards: cards }); }, onuse(result, player) { player.changeZhuanhuanji("olxuanzhu"); }, }; const viewAs = { name: links[0][2], nature: links[0][3], suit: "none", number: null, isCard: true, }; next.viewAs = viewAs; if (get.info("xunshi").isXunshi(viewAs)) { next.filterTarget = function (card, player, target) { const info = get.info(card); if (info.changeTarget) { let targets = [target]; info.changeTarget(player, targets); if (targets.length > 1) return false; } return lib.filter.filterTarget(card, player, target); }; next.selectTarget = 1; } return next; }, prompt(links, player) { const viewAs = { name: links[0][2], nature: links[0][3], suit: "none", number: null, isCard: true, }; const str = "将一张牌称为“玄”置于武将牌上,然后视为使用" + (get.translation(links[0][3]) || "") + "【" + get.translation(links[0][2]) + "】"; return str + (get.info("xunshi").isXunshi(viewAs) ? "(仅能指定一个目标)" : ""); }, }, hiddenCard(player, name) { if (!lib.inpile.includes(name) || player.getStat("skill").olxuanzhu || !player.countCards("he")) return false; return get .inpileVCardList(info => { const name = info[2], type = get.type(name), infox = get.info({ name: name }); if (type != "basic" && type != "trick") return false; if (type == "trick" && (!infox || !infox.filterTarget)) return false; return (type != "basic") == (player.storage.olxuanzhu || false); }) .map(card => card[2]) .includes(name); }, ai: { order(item, player) { if (player && get.event().type == "phase") { let list = get .inpileVCardList(info => { const name = info[2], type = get.type(name), infox = get.info({ name: name }); if (type != "basic" && type != "trick") return false; if (type == "trick" && (!infox || !infox.filterTarget)) return false; return (type != "basic") == (player.storage.olxuanzhu || false); }) .map(card => { return { name: card[2], nature: card[3] }; }) .filter(card => player.getUseValue(card, true, true) > 0); if (!list.length) return 0; list.sort((a, b) => { const getNum = function (card) { if (get.info("xunshi").isXunshi(card)) return get.effect( game .filterPlayer(target => { return player.canUse(card, target, true, true); }) .sort((a, b) => get.effect(b, card, player, player) - get.effect(a, card, player, player))[0], card, player, player ); return player.getUseValue(card, true, true); }; return (getNum(b) || 0) - (getNum(a) || 0); }); return get.order(list[0], player) * 0.99; } return 0.001; }, respondSha: true, respondShan: true, skillTagFilter(player, tag, arg) { if (arg == "respond") return false; const name = tag == "respondSha" ? "sha" : "shan"; return get.info("olxuanzhu").hiddenCard(player, name); }, result: { player: 1 }, }, intro: { markcount: "expansion", mark(dialog, storage, player) { const cards = player.getExpansions("olxuanzhu"); if (cards.length) dialog.addSmall(player.getExpansions("olxuanzhu")); dialog.addText( (() => { if (storage) return "每回合限一次,你可以将一张牌称为“玄”置于武将牌上,然后视为使用任意普通锦囊牌(须指定目标且仅指定一个目标)。若此次置于武将牌上的“玄”:不为装备牌,你弃置一张牌;为装备牌,你将所有“玄”置入弃牌堆,然后摸等量的牌。"; return "每回合限一次,你可以将一张牌称为“玄”置于武将牌上,然后视为使用任意基本牌。若此次置于武将牌上的“玄”:不为装备牌,你弃置一张牌;为装备牌,你将所有“玄”置入弃牌堆,然后摸等量的牌。"; })(storage) ); }, }, onremove(player, skill) { const cards = player.getExpansions(skill); if (cards.length) player.loseToDiscardpile(cards); }, subSkill: { backup: {} }, }, oljiane: { audio: 2, trigger: { player: ["shaDamage", "useCardToEnd"] }, filter(event, player, name) { if (event.type != "card" || !event.target || !event.target.isIn() || event.target == player) return false; if (name == "shaDamage") return true; return event.card.name != "sha" && !event.getParent()._neutralized; }, logTarget: "target", forced: true, async content(event, trigger, player) { trigger.target.addTempSkill("oljiane_neutralized"); }, group: "oljiane_neutralize", global: "oljiane_ai", subSkill: { neutralize: { audio: "oljiane", trigger: { target: "shaMiss", global: "eventNeutralized", }, filter(event, player, name) { if (event.type != "card") return false; return name == "shaMiss" || event._neutralize_event.player == player; }, forced: true, async content(event, trigger, player) { player.addTempSkill("oljiane_nouse"); }, }, ai: { ai: { directHit_ai: true, skillTagFilter(player, tag, arg) { if (!arg || !arg.target || !arg.target.hasSkill("oljiane_neutralized")) return false; }, }, }, neutralized: { charlotte: true, mark: true, marktext: "牌", intro: { content: "本回合无法抵消牌" }, trigger: { global: "useCard" }, forced: true, popup: false, async content(event, trigger, player) { const id = player.playerid; const map = trigger.customArgs; if (!map[id]) map[id] = {}; map[id].directHit2 = true; }, mod: { wuxieJudgeEnabled: () => false, wuxieEnabled: () => false, }, }, nouse: { charlotte: true, mark: true, marktext: '', intro: { content: "本回合无法成为牌的目标" }, mod: { targetEnabled: () => false }, }, }, }, //刘磐 olpijing: { audio: 2, trigger: { player: "useCardToPlayered" }, filter(event, player) { return (event.card.name == "sha" || get.type(event.card) == "trick") && event.targets.length == 1; }, usable: 1, direct: true, locked: false, async content(event, trigger, player) { const num = Math.max(1, player.getDamagedHp()); const { result: { bool, targets }, } = await player .chooseTarget(get.prompt("olpijing"), [1, num], (card, player, target) => { const trigger = get.event().getTrigger(); if (trigger.targets.includes(target)) return true; return target != player && lib.filter.targetEnabled2(trigger.card, player, target) && lib.filter.targetInRange(trigger.card, player, target); }) .set("ai", target => { const player = get.event("player"), trigger = get.event().getTrigger(); return (trigger.targets.includes(target) ? -1 : 1) * get.effect(target, trigger.card, player, player) * (target.getStorage("olpijing_effect").includes(player) ? 2 : 1) + get.effect(target, { name: "shunshou_copy2" }, player, player); }) .set("prompt2", "令至多" + get.cnNumber(num) + "名角色成为或取消成为" + get.translation(trigger.card) + "的目标并随机交给你一张牌"); if (bool) { player.logSkill("olpijing", targets); for (const i of targets) { trigger.targets[trigger.targets.includes(i) ? "add" : "remove"](i); } for (const target of targets) { target.addSkill("olpijing_effect"); target.markAuto("olpijing_effect", [player]); const cards = target.getGainableCards(player, "he"); if (cards.length) { await target.give(cards.randomGets(1), player); } } } else player.storage.counttrigger.olpijing--; }, mod: { aiOrder(player, card, num) { if (!(card.name == "sha" || get.type(card) == "trick")) return; const info = get.info(card); if ( info && !info.notarget && (info.toself || info.singleCard || !info.selectTarget || info.selectTarget == 1) && game.countPlayer(target => { if (get.effect(target, card, player, player) <= 0) return false; return lib.filter.targetEnabled2(card, player, target) && lib.filter.targetInRange(card, player, target); }) > 1 ) return num + 0.01; }, }, subSkill: { effect: { charlotte: true, onremove: true, intro: { content: "使用的下一张基本牌或普通锦囊牌指定唯一目标时,可指定$为额外目标或摸一张牌", }, trigger: { player: "useCardToPlayer" }, filter(event, player) { return (get.type(event.card) == "basic" || get.type(event.card) == "trick") && event.targets.length == 1; }, forced: true, popup: false, async content(event, trigger, player) { const storage = player.getStorage("olpijing_effect"); player.removeSkill("olpijing_effect"); const { result: { bool, targets }, } = await player .chooseTarget("披荆:请选择此牌的额外目标", [1, storage.length], (card, player, target) => { const trigger = get.event().getTrigger(); return !trigger.targets.includes(target) && get.event("storage").includes(target) && lib.filter.targetEnabled2(trigger.card, player, target) && lib.filter.targetInRange(trigger.card, player, target); }) .set("prompt2", "不选择的角色视为你选择摸牌项") .set("ai", target => { const player = get.event("player"), trigger = get.event().getTrigger(); return get.effect(target, trigger.card, player, player) - get.effect(player, { name: "draw" }, player, player); }) .set("storage", storage); if (bool) { player.line(targets); trigger.targets.addArray(targets); if (storage.length - targets.length > 0) { player.draw(storage.length - targets.length); } } else player.draw(storage.length); }, }, }, }, //郭图 olqushi: { audio: 2, enable: "phaseUse", usable: 1, delay: false, async content(event, trigger, player) { await player.draw(); if (player.countCards("h") && game.hasPlayer(target => target != player)) { const { result: { bool, targets, cards }, } = await player.chooseCardTarget({ forced: true, prompt: "将一张手牌作为“趋”扣置于其他角色的武将牌上", filterTarget: lib.filter.notMe, filterCard: true, position: "h", ai1(card) { if (get.type(card, false) == "equip") return 1 - get.value(card); return 7 - get.value(card); }, ai2(target) { const att = get.sgn(get.sgn(get.attitude(get.event("player"), target)) + 0.5); return (target.countCards("h") + 1) * att; }, }); if (bool) { const target = targets[0]; target.addSkill("olqushi_effect"); target.markAuto("olqushi_effect", [player]); game.log(player, "将一张牌扣置于", target, "的武将牌上"); target.addToExpansion(cards, player, "giveAuto").gaintag.add("olqushi_effect"); } } }, ai: { order: 1, result: { player: 1 }, }, subSkill: { effect: { charlotte: true, onremove(player, skill) { delete player.storage[skill]; const cards = player.getExpansions(skill); if (cards.length) player.loseToDiscardpile(cards); }, marktext: "趋", intro: { content: "expansion", markcount: "expansion", mark(dialog, storage, player) { if (storage.some(source => source.isUnderControl(true))) dialog.add(player.getExpansions("olqushi_effect")); else return "共扣置" + get.cnNumber(player.getExpansions("olqushi_effect").length) + "张“趋”"; }, }, trigger: { player: "phaseJieshuBegin" }, forced: true, popup: false, async content(event, trigger, player) { const cards = player.getExpansions("olqushi_effect"); if (cards.length) { await player.loseToDiscardpile(cards); const targets = player.getStorage("olqushi_effect").filter(i => { return i.isIn(); }).sortBySeat(); const num = Math.min(player.getHistory("useCard", evt => { return evt.targets && evt.targets.length; }).reduce((targets, evt) => { targets.addArray(evt.targets); return targets; }, []).length, 5); if (targets.length && num>0 && player.getHistory("useCard", evt => { return cards.some(card => get.type2(card) == get.type2(evt.card)); }).length) { for (const target of targets) await target.draw(num); } } player.removeSkill("olqushi_effect"); }, }, }, }, olweijie: { audio: 2, enable: ["chooseToUse", "chooseToRespond"], filter(event, player) { if ( !game.hasPlayer(target => { return get.distance(player, target) == 1 && target.countCards("h"); }) || _status.currentPhase === player || event.olweijie ) return false; return get .inpileVCardList(info => { const name = info[2]; return get.type(name) == "basic"; }) .some(card => event.filterCard({ name: card[2], nature: card[3], isCard: true }, player, event)); }, chooseButton: { dialog(event, player) { const list = get .inpileVCardList(info => { const name = info[2]; return get.type(name) == "basic"; }) .filter(card => event.filterCard({ name: card[2], nature: card[3], isCard: true }, player, event)); return ui.create.dialog("诿解", [list, "vcard"]); }, filter(button, player) { return get.event().getParent().filterCard({ name: button.link[2], nature: button.link[3], isCard: true }, player, _status.event.getParent()); }, check(button) { if (get.event().getParent().type != "phase") return 1; return get.event("player").getUseValue({ name: button.link[2], nature: button.link[3], isCard: true }); }, backup(links, player) { return { viewAs: { name: links[0][2], nature: links[0][3], isCard: true, }, filterCard: () => false, selectCard: -1, *precontent(event, map) { delete event.result.skill; const player = map.player; let stop = false; const result = yield player .chooseTarget("请选择一名距离为1的角色", "弃置其一张手牌,若此牌牌名为【" + get.translation(event.result.card.name) + "】,则视为你使用/打出之", (card, player, target) => { return get.distance(player, target) == 1 && target.countCards("h"); }) .set("ai", target => 1 - get.sgn(get.attitude(get.event("player"), target))); if (result.bool) { const target = result.targets[0]; player.logSkill("olweijie", target); player.tempBanSkill("olweijie", null, false); const result2 = yield player .discardPlayerCard(target, "h", true) .set("prompt2", "若弃置的牌名为【" + get.translation(event.result.card.name) + "】,则视为你使用/打出之") .set("ai", button => { if (button.link.isKnownBy(get.event("player")) && button.link.name == get.event("namex")) return 114514; return 1 + Math.random(); }) .set("namex", event.result.card.name); if (result2.bool) { const card = result2.cards[0]; if (get.name(card, target) == event.result.card.name) { player.popup("洗具"); stop = true; } else player.popup("杯具"); } } if (!stop) { const evt = event.getParent(); evt.set("olweijie", true); evt.goto(0); delete evt.openskilldialog; return; } }, }; }, prompt(links, player) { const nature = get.translation(links[0][3]) || ""; const name = "【" + get.translation(links[0][2]) + "】"; return "弃置距离为1的一名角色的一张手牌,若此牌牌名为" + name + ",则你视为使用" + nature + name; }, }, ai: { order: 10, respondSha: true, respondShan: true, skillTagFilter(player, tag) { const name = tag == "respondSha" ? "sha" : "shan"; return lib.skill.olweijie.hiddenCard(player, name); }, result: { player(player) { if (_status.event.dying && get.attitude(player, _status.event.dying) <= 0) return 0; return game.hasPlayer(target => { if (get.attitude(player, target) > 0) return false; return get.distance(player, target) == 1 && target.countCards("h"); }) ? 1 : 0; }, }, }, hiddenCard(player, name) { if (!lib.inpile.includes(name) || _status.currentPhase === player || player.isTempBanned("olweijie")) return false; return ( get.type(name) == "basic" && game.hasPlayer(target => { return get.distance(player, target) == 1 && target.countCards("h"); }) ); }, }, //胡金定 olqingyuan: { audio: 2, trigger: { global: ["phaseBefore", "gainAfter", "loseAsyncAfter"], player: ["enterGame", "damageEnd"], }, filter(event, player) { const storage = player.getStorage("olqingyuan"); if (event.name == "gain" || event.name == "loseAsync") { if (player.hasSkill("olqingyuan_used")) return false; return storage.some(target => event.getg(target).length) && storage.some(target => target.hasCard(card => lib.filter.canBeGained(card, target, player), "h")); } if (!game.hasPlayer(target => !storage.includes(target) && target != player)) return false; if (event.name == "damage" && player.getAllHistory("damage").indexOf(event) != 0) return false; return event.name != "phase" || game.phaseNumber == 0; }, forced: true, async content(event, trigger, player) { if (trigger.name == "gain" || trigger.name == "loseAsync") { const target = player .getStorage("olqingyuan") .filter(target => target.hasCard(card => lib.filter.canBeGained(card, target, player), "h")) .randomGet(); player.line(target); player.addTempSkill("olqingyuan_used"); player.gain( target .getCards("h", card => { return lib.filter.canBeGained(card, target, player); }) .randomGet(), target, "giveAuto" ); } else { const filterTarget = (card, player, target) => { return target != player && !player.getStorage("olqingyuan").includes(target); }, targetsx = game.filterPlayer(current => filterTarget(null, player, current)); let result; if (targetsx.length == 1) result = { bool: true, targets: targetsx }; else result = await player .chooseTarget(filterTarget, true) .set("prompt2", "每回合限一次,当你以此法选择的角色获得牌后,你随机获得其中一名角色的一张手牌") .set("prompt", "请选择【轻缘】的目标") .set("ai", target => { const player = get.event("player"); return get.effect(target, new lib.element.VCard({ name: "shunshou_copy2" }), player, player); }) .forResult(); if (result.bool) { const target = result.targets[0]; player.line(target); game.log(player, "选择了", target); player.markAuto("olqingyuan", [target]); } } }, subSkill: { used: { charlotte: true } }, intro: { content: "已选择$为目标" }, ai: { expose: 0.3, }, }, olchongshen: { audio: 2, locked: false, enable: "chooseToUse", filterCard(card) { return get.itemtype(card) == "card" && card.hasGaintag("olchongshen") && get.color(card) == "red"; }, position: "h", viewAs: { name: "shan" }, viewAsFilter(player) { if (!player.countCards("h", card => card.hasGaintag("olchongshen") && get.color(card) == "red")) return false; }, prompt: "将本轮得到的红色牌当作【闪】使用", check(card) { return 7 - get.value(card); }, ai: { order: 2, respondShan: true, skillTagFilter(player, tag, arg) { if (arg == "respond" || !player.countCards("h", card => _status.connectMode || (card.hasGaintag("olchongshen") && get.color(card) == "red"))) return false; }, effect: { target(card, player, target, current) { if (get.tag(card, "respondShan") && current < 0) return 0.6; }, }, }, group: "olchongshen_mark", mod: { aiValue(player, card, num) { if (get.name(card) != "shan" && get.itemtype(card) == "card" && (!card.hasGaintag("olchongshen") || get.color(card) != "red")) return; let cards = player.getCards("hs", card => get.name(card) == "shan" || card.hasGaintag("olchongshen")); cards.sort((a, b) => (get.name(b) == "shan" ? 1 : 2) - (get.name(a) == "shan" ? 1 : 2)); const geti = () => { if (cards.includes(card)) return cards.indexOf(card); return cards.length; }; if (get.name(card) == "shan") return Math.min(num, [6, 4, 3][Math.min(geti(), 2)]) * 0.6; return Math.max(num, [6.5, 4, 3][Math.min(geti(), 2)]); }, aiUseful() { return lib.skill.olchongshen.mod.aiValue.apply(this, arguments); }, // ignoredHandcard(card,player){ // if(card.hasGaintag('olchongshen')) return true; // }, // cardDiscardable(card,player,name){ // if(name=='phaseDiscard'&&card.hasGaintag('olchongshen')) return false; // }, }, init(player) { if (game.phaseNumber > 0) { const hs = player.getCards("h"), history = player.getAllHistory(); let cards = []; for (let i = history.length - 1; i >= 0; i--) { for (const evt of history[i].gain) { cards.addArray(evt.cards); } if (history[i].isRound) break; } cards = cards.filter(i => hs.includes(i)); if (cards.length) player.addGaintag(cards, "olchongshen"); } }, onremove(player) { player.removeGaintag("olchongshen"); }, subSkill: { mark: { charlotte: true, trigger: { player: "gainBegin", global: "roundStart" }, filter(event, player) { return event.name == "gain" || game.roundNumber > 1; }, forced: true, popup: false, content() { if (trigger.name == "gain") trigger.gaintag.add("olchongshen"); else player.removeGaintag("olchongshen"); }, }, }, }, //田畴 olshandao: { audio: 2, enable: "phaseUse", filter(event, player) { return game.hasPlayer(target => lib.skill.olshandao.filterTarget(null, player, target)); }, filterTarget(card, player, target) { return target.countCards("he"); }, usable: 1, selectTarget: [1, Infinity], multitarget: true, multiline: true, async content(event, trigger, player) { const wugu = new lib.element.VCard({ name: "wugu" }); const wanjian = new lib.element.VCard({ name: "wanjian" }); const targets = game.filterPlayer(target => { if (target == player) return false; return !event.targets.includes(target) && player.canUse(wanjian, target, false); }), targetx = event.targets.sortBySeat(); let dialog = ["将这些角色的各一张牌置于牌堆顶,然后视为对这些角色使用【五谷丰登】"]; for (const target of targetx) { const name = target == player ? "你" : get.translation(target); if (target.countCards("h")) { dialog.add('
' + name + "的手牌区
"); if (player.hasSkillTag("viewHandcard", null, target, true) || player == target) dialog.push(target.getCards("h")); else dialog.push([target.getCards("h"), "blank"]); } if (target.countCards("e")) dialog.addArray(['
' + name + "的装备区
", target.getCards("e")]); } const { result: { bool, links }, } = await player .chooseButton(dialog, event.targets.length, true) .set("filterButton", button => { return !ui.selected.buttons.some(but => get.owner(but.link) == get.owner(button.link)); }) .set("ai", button => 1 / (get.value(button.link, get.owner(button.link)) || 0.5)); if (bool) { const cards = links.sort((a, b) => targetx.indexOf(get.owner(a)) - targetx.indexOf(get.owner(b))); for (const card of cards) { const target = get.owner(card); target.$throw(1, 1000); await target.lose([card], ui.cardPile, "insert"); } const targety = targetx.filter(target => player.canUse(wugu, target, false)); if (targety.length) await player.useCard(wugu, targety, false); if (targets.length) await player.useCard(wanjian, targets, false); } }, ai: { order: 9, result: { target: 1 }, }, }, //李异 olchanshuang: { audio: 2, enable: "phaseUse", filterTarget: lib.filter.notMe, usable: 1, content: function* (event, map) { const player = map.player, target = event.target; const choiceList = ["重铸一张牌", "使用一张【杀】", "弃置两张牌"], list = ["重铸", "出杀", "弃牌", "无法选择"]; let result = []; for (let current of [player, target]) { let list1 = list.slice(), choiceList1 = choiceList.slice(); list1 = list1.filter(control => { if (control == "无法选择") return false; if (control == "重铸") return current.countCards("he", card => current.canRecast(card)); if (control == "出杀") return current.countCards("he", card => card.name == "sha" && current.hasUseTarget(card)); if (control == "弃牌") return current.countCards("he", card => lib.filter.cardDiscardable(card, current)) > 1; }); choiceList1 = choiceList.filter(control => { if (choiceList.indexOf(control) == 0) return current.countCards("he", card => current.canRecast(card)); if (choiceList.indexOf(control) == 1) return current.countCards("he", card => card.name == "sha" && current.hasUseTarget(card)); if (choiceList.indexOf(control) == 2) return current.countCards("he", card => lib.filter.cardDiscardable(card, current)) > 1; }); if (list1.length) { if (list1.length == 1) result.push(list.indexOf(list1[0])); else { let result1 = yield current .chooseControl(list1) .set("ai", () => { const current = _status.event.player; const controls = _status.event.controls.slice(); if (controls.includes("出杀") && current.countCards("hs", card => card.name == "sha" && current.hasValueTarget(card))) return "出杀"; if (controls.includes("重铸")) return "重铸"; return "弃牌"; }) .set("choiceList", choiceList1); if (result1.control) result.push(list.indexOf(result1.control)); } } else result.push(3); } player.popup(list[result[0]]); target.popup(list[result[1]]); for (let current of [player, target]) { switch (list[result[current == player ? 0 : 1]]) { case "重铸": { let result2 = yield current.chooseCard("he", "请重铸一张牌", (card, player) => player.canRecast(card), true); if (result2.bool) current.recast(result2.cards); break; } case "出杀": { current.chooseToUse({ prompt: "请使用一张【杀】", filterCard: function (card, player) { if (card.name != "sha") return false; return lib.filter.filterCard.apply(this, arguments); }, forced: true, ai1: function (card) { return _status.event.player.getUseValue(card); }, }); break; } case "弃牌": { current.chooseToDiscard("he", 2, true); break; } } } }, ai: { order: function (item, player) { return get.order({ name: "sha" }, player) - 0.1; }, result: { target: function (player, target) { const att = get.attitude(player, target); if ( target.countCards("hs", card => { return ( card.name == "sha" && game.hasPlayer(current => { return target.canUse(card, current) && get.effect(current, card, target, target) > 0 && get.effect(current, card, target, player) > 0; }) ); }) ) return 3; if (att > 0) return 2; if (!target.countCards("h")) return get.sgn(att) + (att == 0 ? 1 : 0); return 0; }, }, }, group: "olchanshuang_end", subSkill: { end: { audio: "olchanshuang", trigger: { player: "phaseJieshuBegin" }, filter: function (event, player) { return ( player.getHistory("lose", evt => { if (evt.type == "discard") { var evtx = evt.getl(player); return evtx && evtx.cards2.length == 2; } return evt.getParent(2).name == "recast"; }).length || player.getHistory("useCard", evt => evt.card.name == "sha").length ); }, forced: true, locked: false, content: function* (event, map) { let num = 0, player = map.player; if (player.getHistory("lose", evt => evt.getParent(2).name == "recast").length) num++; if (player.getHistory("useCard", evt => evt.card.name == "sha").length) num++; if ( player.getHistory("lose", evt => { if (evt.type == "discard") { var evtx = evt.getl(player); return evtx && evtx.cards2.length == 2; } }).length ) num++; if (num && player.countCards("he", card => player.canRecast(card))) { let result = yield player.chooseCard("he", "请重铸一张牌", (card, player) => player.canRecast(card), true); if (result.bool) yield player.recast(result.cards); } if (num > 1 && player.countCards("he", card => card.name == "sha" && player.hasUseTarget(card))) { yield player.chooseToUse({ prompt: "请使用一张【杀】", filterCard: function (card, player) { if (card.name != "sha") return false; return lib.filter.filterCard.apply(this, arguments); }, forced: true, ai1: function (card) { return _status.event.player.getUseValue(card); }, }); } if (num > 2 && player.countCards("he", card => lib.filter.cardDiscardable(card, player))) yield player.chooseToDiscard("he", 2, true); }, }, }, }, olzhanjin: { audio: 2, locked: true, group: "olzhanjin_guanshi", subSkill: { guanshi: { audio: "olzhanjin", nobracket: true, equipSkill: true, trigger: { player: ["shaMiss", "eventNeutralized"] }, filter: function (event, player) { if (!player.hasEmptySlot(1) || !lib.card.guanshi || player.hasSkillTag("unequip_equip1")) return false; if (event.type != "card" || event.card.name != "sha" || !event.target.isIn()) return false; return player.countCards("he") >= 2; }, direct: true, locked: false, content: function () { "step 0"; player .chooseToDiscard(get.prompt("olzhanjin_guanshi"), "弃置两张牌,令" + get.translation(trigger.card) + "强制命中", 2, "he") .set("ai", function (card) { var evt = _status.event.getTrigger(); if (get.attitude(evt.player, evt.target) < 0) { if (player.needsToDiscard()) return 15 - get.value(card); if (evt.baseDamage + evt.extraDamage >= Math.min(2, evt.target.hp)) return 8 - get.value(card); return 5 - get.value(card); } return -1; }) .set("complexCard", true).logSkill = "olzhanjin_guanshi"; "step 1"; if (result.bool) { if (event.triggername == "shaMiss") { trigger.untrigger(); trigger.trigger("shaHit"); trigger._result.bool = false; trigger._result.result = null; } else trigger.unneutralize(); } }, mod: { attackRange: function (player, num) { if (lib.card.guanshi && player.hasEmptySlot(1)) return num - lib.card.guanshi.distance.attackFrom; }, }, ai: { directHit_ai: true, skillTagFilter: function (player, tag, arg) { if (player._olzhanjin_guanshi_temp || !player.hasEmptySlot(1) || !lib.card.guanshi || player.hasSkillTag("unequip_equip1")) return; player._olzhanjin_guanshi_temp = true; var bool = get.attitude(player, arg.target) < 0 && arg.card && arg.card.name == "sha" && player.countCards("he", card => { return card != arg.card && (!arg.card.cards || !arg.card.cards.includes(card)) && get.value(card) < 5; }) > 1; delete player._olzhanjin_guanshi_temp; return bool; }, effect: { target: function (card, player, target) { if (player.hasSkillTag("unequip_equip1")) return; if (player == target && get.subtype(card) == "equip1") { if (get.equipValue(card) <= get.equipValue({ name: "guanshi" })) return 0; } }, }, }, }, }, }, //曹宇 olgongjie: { audio: 2, trigger: { global: "phaseBegin" }, filter(event, player) { if (!player.countCards("he")) return false; return !game.hasPlayer(current => { var history = current.actionHistory; for (var num = history.length - 1; num >= 0; num--) { if (history[num].isRound) break; if (history[num].isSkipped) continue; return true; } return false; }); }, direct: true, async content(event, trigger, player) { var num = player.countCards("he"), draws = []; var { result: { bool, targets }, } = await player.chooseTarget(get.prompt2("olgongjie"), [1, num], lib.filter.notMe).set("ai", target => get.attitude(_status.event.player, target)); if (!bool) return; targets = targets.sortBySeat(); player.logSkill("olgongjie", targets); for (var target of targets) { var { result: { bool, cards }, } = await target.gainPlayerCard(player, true, "he"); if (bool) draws.add(get.suit(cards[0], player)); } player.draw(draws.length); }, }, olxiangxv: { audio: 2, trigger: { player: "loseAfter", global: ["gainAfter", "equipAfter", "addJudgeAfter", "loseAsyncAfter", "addToExpansionAfter"], }, filter(event, player) { if (!_status.currentPhase || !_status.currentPhase.isIn()) return false; if (!player.isMinHandcard()) return false; var evt = event.getl(player); if (evt && evt.player == player && evt.hs && evt.hs.length > 0) return true; if (event.getg) return game.hasPlayer(current => { var cards = event.getg(current); if (!cards.length) return false; return current.countCards("h") >= player.countCards("h") && current.countCards("h") - cards.length < player.countCards("h"); }); return false; }, check(event, player) { var target = _status.currentPhase; var cards = target.getCards("h"); if (target.isPhaseUsing()) { var cardx = cards.filter(card => get.name(card) == "sha"); cardx.sort((a, b) => target.getUseValue(b) - target.getUseValue(a)); cardx = cardx.slice(Math.min(cardx.length, target.getCardUsable("sha")), cardx.length); cards.removeArray(cardx); } return cards.length - player.countCards("h") > 0; }, usable: 1, logTarget: () => _status.currentPhase, async content(event, trigger, player) { player .when({ global: "phaseEnd" }) .then(() => { if (target && target.isIn()) { var num = target.countCards("h") - player.countCards("h"); if (num) { if (num > 0) { if (player.countCards("h") < 5) player.draw(Math.min(5 - player.countCards("h"), num)); event.finish(); } else player.chooseToDiscard(-num, "h", true); } else event.finish(); } else event.finish(); }) .then(() => { if (result.bool && result.cards.length > 1) { if (player.isDamaged()) player.recover(); } }) .vars({ target: _status.currentPhase }); }, }, olxiangzuo: { audio: 2, trigger: { player: "dying" }, filter(event, player) { return player.countCards("he") && game.hasPlayer(target => target != player); }, async cost(event, trigger, player) { event.result = await player .chooseCardTarget({ prompt: get.prompt2("olxiangzuo"), filterCard: true, selectCard: [1, Infinity], filterTarget: lib.filter.notMe, complexCard: true, complexTarget: true, complexSelect: true, ai1(card) { const player = get.event("player"); if (!ui.selected.targets.length) return 0; const target = ui.selected.targets[0]; if ( player.hasAllHistory("useSkill", evt => { return evt.skill == "olgongjie" && (evt.targets || [evt.target]).includes(target); }) && player.hasAllHistory("useSkill", evt => { return evt.skill == "olxiangxv" && (evt.targets || [evt.target]).includes(target); }) ) { if (get.attitude(player, target) > 0) return 1; if (player.canSaveCard(card, player)) return 0; if (ui.selected.cards.length + player.hp >= player.maxHp) return 0; return 20 - get.value(card); } if (get.attitude(player, target) > 0 && !player.countCards("he", cardx => player.canSaveCard(cardx, player))) return 1; return 0; }, ai2(target) { const player = get.event("player"); const goon = player.hasAllHistory("useSkill", evt => { return evt.skill == "olgongjie" && (evt.targets || [evt.target]).includes(target); }) && player.hasAllHistory("useSkill", evt => { return evt.skill == "olxiangxv" && (evt.targets || [evt.target]).includes(target); }), att = get.attitude(player, target); if (goon) return 5 * att; if (player.countCards("he", cardx => player.canSaveCard(cardx, player)) > 0) return att; return 0; }, }) .forResult(); }, limited: true, skillAnimation: true, animationColor: "water", async content(event, trigger, player) { const target = event.targets[0], cards = event.cards; player.awakenSkill("olxiangzuo"); await player.give(cards, target); if ( player.hasAllHistory("useSkill", evt => { return evt.skill == "olgongjie" && evt.targets.includes(target); }) && player.hasAllHistory("useSkill", evt => { return evt.skill == "olxiangxv" && evt.targets.includes(target); }) ) await player.recover(cards.length); }, }, //OL飞扬 olfeiyang: { trigger: { player: "phaseZhunbeiBegin" }, filter: function (event, player) { return ( player.countCards("he", card => { if (_status.connectMode && get.position(card) == "h") return true; return lib.filter.cardDiscardable(card, player); }) >= 3 && player.countCards("j") ); }, direct: true, //limited:true, //skillAnimation:true, //animationColor:'orange', content: function () { "step 0"; player .chooseToDiscard(get.prompt2("olfeiyang"), "he", 3) .set("ai", function (card) { var player = _status.event.player; if ( player.hasCard(function (card) { return ( get.effect( player, { name: card.viewAs || card.name, cards: [card], }, player, player ) < 0 ); }, "j") ) return 6 - get.value(card); return 0; }) .set("logSkill", "olfeiyang"); "step 1"; if (result.bool) { //player.awakenSkill('olfeiyang'); player.discardPlayerCard(player, "j", true); } }, }, //李婉 ollianju: { audio: 2, trigger: { player: "phaseJieshuBegin" }, filter: function (event, player) { var history = player.getHistory("useCard"); if (!history.length) return false; var evt = history[history.length - 1]; return evt.cards && evt.cards.filterInD("d").length; }, direct: true, content: function () { "step 0"; var history = player.getHistory("useCard"); var evt = history[history.length - 1]; event.evt = evt; player .chooseTarget(get.prompt("ollianju"), "令一名角色获得" + get.translation(evt.cards.filterInD("d")) + "并记录" + get.translation(evt.card.name), lib.filter.notMe) .set("ai", target => { var player = _status.event.player, att = get.attitude(player, target); var cards = _status.event.cards; if (cards.filter(card => get.name(card, false) == "du").length >= Math.ceil(cards.length / 2)) att *= -1; if (target.skipList.includes("phaseUse") || target.hasJudge("lebu")) return att / 20; return att; }) .set("cards", evt.cards.filterInD("d")); "step 1"; if (result.bool) { var evt = event.evt; var target = result.targets[0]; player.logSkill("oliandui", target); target.gain(evt.cards.filterInD("d"), "gain2"); player.addSkill("ollianju_effect"); player.storage.ollianju = evt.card.name; player.markSkill("ollianju"); if (!player.storage.ollianju_effect[target.playerid]) player.storage.ollianju_effect[target.playerid] = []; player.storage.ollianju_effect[target.playerid].add(evt.card.name); } }, onunmark: true, intro: { content: function (storage, player) { var str = "当前最后一次记录牌名:" + get.translation(storage); if (player.storage.ollianju_effect) { for (var i in player.storage.ollianju_effect) { var target = game.findPlayer(target => target.playerid == i); if (!i) continue; str += "
"; str += get.translation(target) + "的下个结束阶段,其可令你获得其本回合使用的最后一张牌对应的所有位于弃牌堆的实体牌"; str += ",然后若此牌名为" + get.translation(player.storage.ollianju_effect[i]) + ",则你失去1点体力,否则你可以视为使用" + get.translation(player.storage.ollianju_effect[i]); } } return str; }, }, subSkill: { effect: { init: function (player) { if (!player.storage.ollianju_effect) player.storage.ollianju_effect = {}; }, charlotte: true, trigger: { global: ["phaseJieshuBegin", "die"] }, filter: function (event, player) { return player.storage.ollianju_effect[event.player.playerid]; }, direct: true, content: function () { "step 0"; if (trigger.name == "phaseJieshu") event.list = player.storage.ollianju_effect[trigger.player.playerid]; delete player.storage.ollianju_effect[trigger.player.playerid]; var history = trigger.player.getHistory("useCard"); var evt = history[history.length - 1]; event.evt = evt; if (trigger.name == "die" || !history.length || !evt.cards || !evt.cards.filterInD("d").length) event.finish(); "step 1"; var evt = event.evt; trigger.player.chooseBool(get.prompt("ollianju", player), "令" + get.translation(player) + "获得" + get.translation(evt.cards.filterInD("d")) + (event.list.includes(evt.card.name) ? ",然后" + get.translation(player) + "失去1点体力" : "")).set("choice", get.attitude(trigger.player, player) > 0 && (!event.list.includes(evt.card.name) || player.getHp() > 1)); "step 2"; if (result.bool) { var evt = event.evt, cards = evt.cards.filterInD("d"); trigger.player.line(player); player.gain(cards, "gain2"); if (event.list.includes(evt.card.name)) player.loseHp(); else { var card = { name: evt.card.name, isCard: true, }; if (player.hasUseTarget(card)) player.chooseUseTarget(card, false); } } }, }, }, }, olsilv: { audio: 2, trigger: { player: ["loseAfter", "gainAfter"], global: ["equipAfter", "addJudgeAfter", "gainAfter", "loseAsyncAfter", "addToExpansionAfter"], }, filter: function (event, player) { var name = player.storage.ollianju; if (!name) return false; if (event.getg) return event.getg(player).some(card => card.name == name) && !player.hasSkill("olsilv_gain"); return event.getl(player).cards2.some(card => card.name == name) && !player.hasSkill("olsilv_lose"); }, forced: true, content: function () { "step 0"; player.addTempSkill("olsilv_" + (trigger.getg ? "gain" : "lose")); if (!trigger.visible) { var cards, name = player.storage.ollianju; if (trigger.getg) cards = trigger.getg(player).filter(card => card.name == name); else cards = trigger.getl(player).cards2.filter(card => card.name == name); if (cards.length) player.showCards(cards, get.translation(player) + "发动了【思闾】"); } "step 1"; player.draw(); }, ai: { combo: "ollianju" }, subSkill: { gain: { charlotte: true }, lose: { charlotte: true }, }, }, relianju: { audio: "ollianju", trigger: { player: "phaseJieshuBegin" }, filter(event, player) { return player.hasHistory("useCard", evt => { return (evt.cards || []).some(card => get.position(card, true) == "d"); }); }, async cost(event, trigger, player) { event.result = await player .chooseTarget(get.prompt("relianju"), "令一名其他角色获得你本回合使用的且进入弃牌堆的至多两张颜色相同的牌", lib.filter.notMe) .set("ai", target => { const player = get.event("player"); let att = get.attitude(_status.event.player, target); if (target.hasJudge("lebu")) att /= 2; if (target.hasSkillTag("nogain")) att /= 10; return att / (1 + get.distance(player, target, "absolute")); }) .forResult(); }, async content(event, trigger, player) { const cards = player .getHistory("useCard", evt => { return (evt.cards || []).some(card => get.position(card, true) == "d"); }) .reduce((sum, evt) => { return sum.addArray(evt.cards.filter(card => get.position(card, true) == "d")); }, []), target = event.targets[0]; const result = await player .chooseButton(["联句:选择令" + get.translation(target) + "获得的牌", cards], [1, 2], true) .set("filterButton", button => { return !ui.selected.buttons.some(but => get.color(but.link) != get.color(button.link)); }) .set("ai", button => { return get.value(button.link, get.event("target")); }) .set("target", target) .forResult(); if (result.bool) { const color = get.color(result.links[0], false); await target.gain(result.links, "gain2").set('gaintag', ["resilv"]); player.when({ global: "phaseJieshuBegin" }) .filter( evt => evt.player == target && target.hasHistory("useCard", evt => { return (evt.cards || []).some(card => get.position(card, true) == "d" && get.color(card) != color); }) ) .then(() => { const cards = trigger.player .getHistory("useCard", evt => { return (evt.cards || []).some(card => get.position(card, true) == "d" && get.color(card) != color); }) .reduce((sum, evt) => { return sum.addArray(evt.cards.filter(card => get.position(card, true) == "d" && get.color(card) != color)); }, []); player .chooseButton(["联句:请选择获得的牌", cards], [1, 2], true) .set("filterButton", button => { return !ui.selected.buttons.some(but => get.color(but.link) != get.color(button.link)); }) .set("ai", button => { return get.value(button.link, get.event("target")); }); }) .then(() => { if (result.bool) { player.gain(result.links, "gain2").gaintag.add("resilv"); } }) .vars({ color: color }); } }, }, resilv: { audio: "olsilv", trigger: { player: "damageEnd" }, forced: true, content() { player.draw().gaintag = ["resilv"]; }, group: "resilv_restore", subSkill: { restore: { audio: "olsilv", trigger: { global: ["loseAfter", "loseAsyncAfter"] }, filter(event, player) { if (event.type != "discard" || event.getlx === false) return false; if (event.name == "lose") { if (!event.player.isIn()) return false; return event.cards2.some(card => { return (event.gaintag_map[card.cardid] || []).includes("resilv") && get.position(card, true) == "d"; }); } return game.hasPlayer(target => { return target.hasHistory("lose", evt => { if (evt.getParent() != event || evt.position != ui.discardPile) return false; return evt.cards2.some(card => { if (get.position(card, true) != "d") return false; return (evt.gaintag_map[card.cardid] || []).includes("resilv"); }); }); }); }, forced: true, logTarget(event, player) { if (event.name == "lose") return event.player; return game .filterPlayer(target => { return target.hasHistory("lose", evt => { if (evt.getParent() != event || evt.position != ui.discardPile) return false; return evt.cards2.some(card => { if (get.position(card, true) != "d") return false; return evt.gaintag_map[card.cardid] && evt.gaintag_map[card.cardid].includes("resilv"); }); }); }) .sortBySeat(); }, async content(event, trigger, player) { if (trigger.name == "lose") { await trigger.player.gain( trigger.cards2.filter(card => { return (trigger.gaintag_map[card.cardid] || []).includes("resilv") && get.position(card, true) == "d"; }), "gain2" ); } else { for (const target of lib.skill.resilv_restore.logTarget(trigger, player)) { await target.gain( target .getHistory("lose", evt => { if (evt.getParent() != trigger || evt.position != ui.discardPile) return false; return evt.cards2.some(card => { if (get.position(card, true) != "d") return false; return (evt.gaintag_map[card.cardid] || []).includes("resilv"); }); }) .reduce((sum, evt) => { return sum.addArray( evt.cards2.filter(card => { if (get.position(card, true) != "d") return false; return (evt.gaintag_map[card.cardid] || []).includes("resilv"); }) ); }, []), "gain2" ); } } }, }, }, }, //丁尚涴 olfudao: { audio: 2, trigger: { global: "phaseBefore", player: "enterGame", }, filter: function (event, player) { return event.name != "phase" || game.phaseNumber == 0; }, forced: true, locked: false, content: function () { "step 0"; player.draw(3); "step 1"; var num = player.countCards("h"); if (num > 0) { player.chooseCardTarget({ prompt: "抚悼:将至多三张手张牌交给一名其他角色", selectCard: [1, 3], filterCard: true, filterTarget: lib.filter.notMe, position: "h", ai1: function (card) { if (card.name == "du") return 10; else if (ui.selected.cards.length && ui.selected.cards[0].name == "du") return 0; var player = _status.event.player; if ( ui.selected.cards.length > 4 || !game.hasPlayer(function (current) { return get.attitude(player, current) > 0 && !current.hasSkillTag("nogain"); }) ) return 0; return 1 / Math.max(0.1, get.value(card)); }, ai2: function (target) { var player = _status.event.player, att = get.attitude(player, target); if (ui.selected.cards[0].name == "du") return -att; if (target.hasSkillTag("nogain")) att /= 6; return att; }, }); } else event.goto(3); "step 2"; if (result.bool) { player.give(result.cards, result.targets[0]); } "step 3"; var num = player.countCards("h"); if (num > 0) player.chooseToDiscard("h", [1, num], "抚悼:弃置任意张手牌,然后记录手牌数"); "step 4"; player.storage.olfudao = player.countCards("h"); player.markSkill("olfudao"); }, intro: { content: "一名角色的回合结束时,若其手牌数等于#,你可以与其各摸一张牌。", }, group: "olfudao_qiaoshi", subSkill: { qiaoshi: { audio: "olfudao", trigger: { global: "phaseEnd" }, filter: function (event, player) { if (typeof player.storage.olfudao != "number") return false; return event.player.countCards("h") == player.storage.olfudao && event.player.isIn(); }, check: function (event, player) { return get.attitude(player, event.player) >= 0; }, logTarget: "player", prompt2: function (event, player) { return "与" + get.translation(event.player) + "各摸一张牌"; }, content: function () { game.asyncDraw([trigger.player, player]); }, }, }, }, olfengyan: { audio: 2, trigger: { player: ["damageEnd", "useCard", "respond"] }, filter: function (event, player) { if (event.name == "damage") return event.source && event.source.isIn() && event.source != player; return Array.isArray(event.respondTo) && event.respondTo[0] != player; }, logTarget: function (event, player) { if (event.name == "damage") return event.source; return event.respondTo[0]; }, forced: true, content: function () { "step 0"; var target = lib.skill.olfengyan.logTarget(trigger, player); var str = get.translation(target); event.target = target; player .chooseControl() .set("choiceList", ["摸一张牌,然后交给" + str + "一张牌", "令" + str + "摸一张牌,然后" + str + "弃置两张牌"]) .set("ai", () => (_status.event.att > 0 ? 0 : 1)) .set("att", get.attitude(player, target)); "step 1"; if (result.index == 0) { player.draw(); player.chooseToGive(target, "he", true); } else { target.draw(); target.chooseToDiscard(2, "he", true); } }, }, //张燕 olsuji: { audio: 2, trigger: { global: "phaseUseBegin" }, filter: function (event, player) { if (!event.player.isDamaged()) return false; return ( (_status.connectMode && player.countCards("hes")) || (!_status.connectMode && player.hasCard(card => { return get.color(card) == "black"; }, "hes")) ); }, direct: true, content: [ (event, map) => { var player = map.player, trigger = map.trigger; var next = player.chooseToUse(); next.set("openskilldialog", `###${get.prompt("olsuji")}###将一张黑色牌当【杀】使用${player == trigger.player ? "" : `。若${get.translation(trigger.player)}受到了此【杀】的伤害,你获得其一张牌。`}`); next.set("norestore", true); next.set("_backupevent", "olsuji_backup"); next.set("addCount", false); next.set("logSkill", "olsuji"); next.set("custom", { add: {}, replace: { window: function () {} }, }); next.backup("olsuji_backup"); }, (event, map) => { if (map.result.bool) { var player = map.player, trigger = map.trigger; if ( trigger.player.isIn() && trigger.player.hasHistory("damage", evt => { return evt.card && evt.card.storage && evt.card.storage.olsuji; }) && trigger.player.countGainableCards(player, "he") ) player.gainPlayerCard(trigger.player, "he", true); } }, ], subSkill: { backup: { filterCard: function (card) { return get.itemtype(card) == "card" && get.color(card) == "black"; }, viewAs: { name: "sha", storage: { olsuji: true }, }, selectCard: 1, position: "hes", ai1: function (card) { return 5 - get.value(card); }, precontent: function () { delete event.result.skill; }, }, }, }, ollangdao: { audio: 2, trigger: { player: "useCardToPlayer" }, filter: function (event, player) { if (event.card.name != "sha") return false; return event.isFirstTarget && event.targets.length == 1 && player.getStorage("ollangdao").length < 3; }, logTarget: "target", onremove: true, check: function (event, player) { if (get.attitude(player, event.target) > 0) { if ( player.getStorage("ollangdao").includes(1) && game.hasPlayer(current => { return player.canUse(event.card, current) && get.effect(current, event.card, player, player) > 0; }) ) return event.getRand() < 0.5; return false; } return event.target.getHp() <= 2 || player.getDamagedHp() > 1 || !player.hasCard({ color: "black" }, "hes"); }, content: function* (event, map) { var player = map.player, trigger = map.trigger, result = map.result; var target = trigger.target; var send = function (card, list) { var next = game.createEvent("ollangdao_choose", false); next.setContent(lib.skill.ollangdao.contentx); next.set("card", card); next.set("list", list); game.resume(); }; var sendback = function (result, player) { if (!result) result = {}; if (typeof result.index !== "number" || result.index < 0) { result.index = [0, 1, 2].find(i => !event.player.getStorage("ollangdao").includes(i)); } results.push([player, result]); }; var ai_targets = []; var results = []; var players = [player, target]; var withme = false, withol = false, withai = false; for (var i = 0; i < players.length; i++) { if (_status.connectMode) players[i].showTimer(); var card = trigger.card, list = player.getStorage("ollangdao"); if (players[i].isOnline()) { withol = true; players[i].send(send, card, list); players[i].wait(sendback); } else if (players[i] == game.me) { withme = true; var next = game.createEvent("ollangdao_choose", false); next.setContent(lib.skill.ollangdao.contentx); next.set("card", card); next.set("list", list); if (_status.connectMode) game.me.wait(sendback); } else { ai_targets.push(players[i]); } } if (ai_targets.length) { for (var i = 0; i < ai_targets.length; i++) { if (players.includes(ai_targets[i])) { var target = ai_targets[i]; var list = [0, 1, 2].removeArray(player.getStorage("ollangdao")); var index = list[0]; if (get.attitude(target, player) < 0) { if ( !game.hasPlayer(current => { return !trigger.targets.includes(current) && player.canUse(trigger.card, current) && get.effect(current, trigger.card, player, target) < 0; }) ) list.removeArray([0, 2]); if (player.getStorage("ollangdao").includes(2)) list.remove(0); } else { if ( !game.hasPlayer(current => { return !trigger.targets.includes(current) && player.canUse(trigger.card, current) && get.effect(current, trigger.card, player, target) > 0; }) ) list.remove(1); if (!list.includes(1)) list.remove(0); } if (list.length) index = list.randomGet(); sendback({ index: index }, target); ai_targets.splice(i--, 1); } } if (ai_targets.length) { ai_targets.randomSort(); setTimeout(function () { event.interval = setInterval( function () { var target = ai_targets.shift(); var list = [0, 1, 2].removeArray(player.getStorage("ollangdao")); var index = list[0]; if (get.attitude(target, player) < 0) { if ( !game.hasPlayer(current => { return !trigger.targets.includes(current) && player.canUse(trigger.card, current) && get.effect(current, trigger.card, player, target) < 0; }) ) list.removeArray([0, 2]); if (player.getStorage("ollangdao").includes(2)) list.remove(0); } else { if ( !game.hasPlayer(current => { return !trigger.targets.includes(current) && player.canUse(trigger.card, current) && get.effect(current, trigger.card, player, target) > 0; }) ) list.remove(1); if (!list.includes(1)) list.remove(0); } if (list.length) index = list.randomGet(); sendback({ index: index }, target); if (!ai_targets.length) { clearInterval(event.interval); if (withai) game.resume(); } }, _status.connectMode ? 750 : 75 ); }, 500); } } if (withme) { result = yield next; if (_status.connectMode) { game.me.unwait(result, game.me); } else { if (!result) result = {}; if (typeof result.index !== "number" || result.index < 0) { result.index = [0, 1, 2].find(i => !event.player.getStorage("ollangdao").includes(i)); } results.push([player, result]); } } if (withol && !event.resultOL) { game.pause(); yield null; } if (ai_targets.length > 0) { withai = true; game.pause(); yield null; } if (_status.connectMode) { for (var i of [player, target]) i.hideTimer(); } var chosenCount = [0, 0, 0]; results.sort((a, b) => lib.sort.seat(a[0], b[0])); player .when("useCardAfter") .assign({ card: trigger.card, }) .then(() => { var card = get.info(event.name).card; var dieEvts = game.getGlobalHistory("everything", evt => evt.name == "die"); if ( trigger.card == card && !game.hasPlayer2(current => { for (var evt of dieEvts) { if (evt.player != current) continue; var evtx = evt.getParent(2); if (evtx.name != "damage") continue; if (evtx.card && evtx.card == card) return true; } return false; }, true) ) { var toRemove = card.storage.ollangdao_remove; var list = [0, 1, 2].filter(i => (toRemove >> i) & 1); if (!list.length) return; player.markAuto("ollangdao", list); game.log( player, "移去了", "#g【狼蹈】", "的", "#y选项" + list .map(i => { return get.cnNumber(i + 1, true); }) .join("、") ); } }); if (!trigger.card.storage) trigger.card.storage = {}; if (!trigger.card.storage.ollangdao_remove) trigger.card.storage.ollangdao_remove = 0; var config = [ ["伤害+1", "fire"], ["目标+1", "wood"], ["不能响应", "water"], ]; for (var res of results) { var target = res[0], result = res[1]; if (!target || !result) continue; var ind = result.index; var conf = config[ind]; trigger.card.storage.ollangdao_remove |= 1 << ind; target.popup(conf[0], conf[1]); game.log(target, "选择令", trigger.card, `#g${conf[0]}`); chosenCount[ind]++; } game.delay(); var extraBaseDamage = chosenCount[0], extraTargetNum = chosenCount[1], directHit = chosenCount[2]; trigger.getParent().baseDamage += extraBaseDamage; if (directHit) trigger.directHit.addArray(game.players); if (extraTargetNum <= 0) { event.finish(); return; } result = yield player .chooseTarget(`狼蹈:为${get.translation(trigger.card)}额外指定至多${get.cnNumber(extraTargetNum)}个目标`, (card, player, target) => { return !_status.event.targets.includes(target) && player.canUse(_status.event.card, target); }) .set("targets", trigger.targets) .set("ai", target => { var player = _status.event.player; return get.effect(target, _status.event.card, player, player); }) .set("card", trigger.card); if (result.bool) { if (!event.isMine() && !event.isOnline()) game.delayex(); var targets = result.targets; player.line(targets); trigger.targets.addArray(targets); game.log(targets, "也成为了", trigger.card, "的目标"); } }, contentx: function () { "step 0"; var name = get.translation(card); var choices = [], choiceList = [`令${name}伤害基数+1`, `令${name}可以多选择一个目标`, `令${name}不可被响应`]; [0, 1, 2].forEach((item, index) => { if (event.list.includes(item)) { choiceList[index] = `${choiceList[index]}`; } else choices.push(`选项${get.cnNumber(index + 1, true)}`); }); game.me .chooseControl(choices) .set("prompt", "狼蹈:请选择一项") .set("choiceList", choiceList) .set("ai", () => { return _status.event.controls.randomGet(); }); "step 1"; event.result = { index: ["选项一", "选项二", "选项三"].indexOf(result.control) }; }, intro: { content: (storage, player) => `已移除选项${storage.map(i => get.cnNumber(i + 1, true)).join("、")}`, }, }, //张既 skill_zhangji_A: { audio: 2, trigger: { player: "useCardToPlayered" }, filter: function (event, player) { if (player.countMark("skill_zhangji_A_count") >= player.hp) return false; return event.target != player && event.target.countCards("h") && player.isPhaseUsing(); }, check: function (event, player) { return get.attitude(player, event.target) < 0; }, logTarget: "target", content: function () { "step 0"; player.addTempSkill("skill_zhangji_A_count", "phaseUseAfter"); player.addMark("skill_zhangji_A_count", 1, false); player.viewHandcards(trigger.target); var list = [], choiceList = ["弃置" + get.translation(trigger.target) + "的一张牌,然后若弃置的牌的是能造成火焰伤害的牌,你摸一张牌", "重铸" + get.translation(trigger.target) + "手牌中的所有【杀】和【决斗】", "你与" + get.translation(trigger.target) + "互相对对方造成1点伤害"]; list.push("选项一"); if (trigger.target.countCards("h", { name: ["sha", "juedou"] })) list.push("选项二"); else choiceList[1] = '' + choiceList[1] + ""; if (!trigger.target.countCards("h", { name: "shan" })) list.push("选项三"); else choiceList[2] = '' + choiceList[2] + ""; player .chooseControl(list) .set("prompt", get.prompt("tspowei", target)) .set("choiceList", choiceList) .set("ai", function () { var player = _status.event.player, target = _status.event.target; if (list.includes("选项三") && player.hp + player.countCards("hs", { name: "tao" }) > 2) return "选项三"; if (list.includes("选项二") && target.countCards("h", { name: ["sha", "juedou"] }) > 1) return "选项二"; return "选项一"; }) .set("target", trigger.target); "step 1"; game.log(player, "选择了", "#y" + result.control); switch (result.control) { case "选项一": player.discardPlayerCard("he", trigger.target, "visible", true); break; case "选项二": var cards = trigger.target.getCards("h", { name: ["sha", "juedou"] }).filter(card => trigger.target.canRecast(card)); trigger.target.recast(cards); event.finish(); break; case "选项三": trigger.target.damage(player); player.damage(trigger.target); event.finish(); break; } "step 2"; if (result.bool && get.tag(result.cards[0], "fireDamage")) player.draw(); }, subSkill: { count: { charlotte: true, onremove: true, }, }, }, skill_zhangji_B: { getNum: function (name) { var num = 0; if (name == "litong") num = 1; else switch (game.getRarity(name)) { case "junk": num = 1; break; case "rare": num = 2; break; case "epic": num = 3; break; case "legend": num = 4; break; } return num; }, getCharacter: function (list) { var listx = [], num = 0; for (var name of list) { var numx = lib.skill.skill_zhangji_B.getNum(name); if (numx > num) { num = numx; listx = [name]; } else if (numx == num) listx.push(name); } return listx; }, group: "skill_zhangji_B_jieming", audio: 2, trigger: { player: "dying" }, skillAnimation: true, animationColor: "water", direct: true, content: function () { "step 0"; if (!_status.characterlist) lib.skill.pingjian.initList(); player.chooseTarget(get.prompt("skill_zhangji_B"), "令一名其他角色选择是否更换武将牌", lib.filter.notMe).set("ai", function (target) { var att = get.attitude(_status.event.player, target); var num = lib.skill.skill_zhangji_B.getNum(target.name); if (target.name2 != undefined) num = Math.min(num, lib.skill.skill_zhangji_B.getNum(target.name2)); return att * (4 - num); }); "step 1"; if (result.bool) { var target = result.targets[0]; event.target = target; player.logSkill("skill_zhangji_B", target); var list = []; for (var i = 0; i < _status.characterlist.length; i++) { if (lib.character[_status.characterlist[i]][1] == "wei") list.push(_status.characterlist[i]); } list = list.randomGets(5); var bolDialog = ["请选择替换的武将", [list, "character"]]; target.chooseButton(bolDialog).set("ai", function (button) { var target = _status.event.player; var num = lib.skill.skill_zhangji_B.getNum(target.name); if (target.name2 != undefined) num = Math.min(num, lib.skill.skill_zhangji_B.getNum(target.name2)); return lib.skill.skill_zhangji_B.getNum(button.link) - num; }); } else event.finish(); "step 2"; if (result.bool) { event.character = result.links[0]; if (target.name2 != undefined) target .chooseControl(target.name1, target.name2) .set("prompt", "请选择要更换的武将牌") .set("ai", function () { return lib.skill.skill_zhangji_B.getNum(target.name) < lib.skill.skill_zhangji_B.getNum(target.name2) ? target.name : target.name2; }); else result.control = target.name1; } else { target.chat("拒绝"); game.log("但", target, "拒绝更换其武将牌"); event.finish(); } "step 3"; target.reinitCharacter(result.control, event.character); target.update(); }, subSkill: { jieming: { audio: "skill_zhangji_B", trigger: { player: "damageEnd" }, filter: function (event, player) { return game.hasPlayer(function (current) { return current.countCards("h") < current.maxHp; }); }, direct: true, content: function () { "step 0"; event.count = trigger.num; "step 1"; event.count--; player .chooseTarget(get.prompt("skill_zhangji_B"), "令一名手牌数小于其体力上限的角色摸三张牌,然后其将手牌数调整至其体力上限值", function (card, player, target) { return target.countCards("h") < target.maxHp; }) .set("ai", function (target) { var att = get.attitude(_status.event.player, target); if (target.hasSkillTag("nogain")) att /= 6; if (att > 2) return Math.min(5, target.maxHp) - target.countCards("h"); return att / 3; }); "step 2"; if (result.bool) { var target = result.targets[0]; event.target = target; player.logSkill("skill_zhangji_B_jieming", target); target.draw(3); } else event.finish(); "step 3"; if (target.countCards("h") > target.maxHp) target.chooseToDiscard("h", target.countCards("h") - target.maxHp, true); if ( event.count > 0 && game.hasPlayer(function (current) { return current.countCards("h") < current.maxHp; }) && player.hasSkill("skill_zhangji_B") ) event.goto(1); }, ai: { maixie: true, maixie_hp: true, effect: { target: function (card, player, target, current) { if (get.tag(card, "damage") && target.hp > 1) { if (player.hasSkillTag("jueqing", false, target)) return [1, -2]; var max = 0; var players = game.filterPlayer(); for (var i = 0; i < players.length; i++) { if (get.attitude(target, players[i]) > 0) { max = Math.max(Math.min(5, players[i].hp) - players[i].countCards("h"), max); } } switch (max) { case 0: return 2; case 1: return 1.5; case 2: return [1, 2]; default: return [0, max]; } } if ((card.name == "tao" || card.name == "caoyao") && target.hp > 1 && target.countCards("h") <= target.hp) return [0, 0]; }, }, }, }, }, }, //费祎 yanru: { audio: 2, enable: "phaseUse", filter: function (event, player) { if (!player.countCards("h")) return false; var num = player.countCards("h") % 2; return !player.hasSkill("yanru_" + num); }, filterCard: function (card, player) { if (player.countCards("h") && player.countCards("h") % 2 == 0) return lib.filter.cardDiscardable(card, player); return false; }, selectCard: function () { var player = _status.event.player; if (player.countCards("h") && player.countCards("h") % 2 == 0) return [player.countCards("h") / 2, Infinity]; return -1; }, prompt: function () { var player = _status.event.player; return [(player.countCards("h") ? "弃置至少一半的手牌,然后" : "") + "摸三张牌", "摸三张牌,然后弃置至少一半的手牌"][player.countCards("h") % 2]; }, check: function (card) { var player = _status.event.player; if (player.hasSkill("hezhong") && !(player.hasSkill("hezhong_0") && player.hasSkill("hezhong_1"))) { if (player.countCards("h") - ui.selected.cards.length > 2) return 1 / (get.value(card) || 0.5); return 0; } if (ui.selected.cards.length < player.countCards("h") / 2) return 5 - get.value(card); return 0; }, complexCard: true, discard: false, lose: false, delay: 0, content: function () { "step 0"; var bool = player.countCards("h") % 2; if (cards) player.discard(cards); player.addTempSkill("yanru_" + bool, "phaseUseAfter"); player.draw(3); if (!bool) event.finish(); "step 1"; player.chooseToDiscard("h", "宴如:弃置至少一半手牌", [Math.floor(player.countCards("h") / 2), Infinity], true).set("ai", card => { var player = _status.event.player; if (player.hasSkill("hezhong") && !(player.hasSkill("hezhong_0") && player.hasSkill("hezhong_1")) && player.countCards("h") - ui.selected.cards.length > 2) return 1 / (get.value(card) || 0.5); if (!player.hasSkill("hezhong") && ui.selected.cards.length < Math.floor(player.countCards("h") / 2)) return 1 / (get.value(card) || 0.5); return 0; }); }, subSkill: { 0: { charlotte: true }, 1: { charlotte: true }, }, ai: { order: 3, result: { player: 1 }, }, }, hezhong: { audio: 2, trigger: { player: "loseAfter", global: ["equipAfter", "addJudgeAfter", "gainAfter", "loseAsyncAfter", "addToExpansionAfter"], }, filter: function (event, player) { if (player.countCards("h") != 1 || typeof get.number(player.getCards("h")[0], player) != "number") return false; if (player.hasSkill("hezhong_0") && player.hasSkill("hezhong_1")) return false; let gain = 0, lose = 0; if (event.getg) gain = event.getg(player).length; if (event.getl) lose = event.getl(player).hs.length; return gain != lose; }, prompt2: function (event, player) { var str = "展示最后一张手牌并摸一张牌"; if (!player.hasSkill("hezhong_0") || !player.hasSkill("hezhong_0")) { str += ",然后令本回合使用点数"; if (!player.hasSkill("hezhong_0")) str += "大于"; if (!player.hasSkill("hezhong_0") && !player.hasSkill("hezhong_0")) str += "或"; if (!player.hasSkill("hezhong_1")) str += "小于"; str += get.number(player.getCards("h")[0], player); str += "的普通锦囊牌额外结算一次"; } return str; }, frequent: true, content: function () { "step 0"; player.showHandcards(get.translation(player) + "发动了【技能】"); event.num = get.number(player.getCards("h")[0], player); "step 1"; player.draw(); "step 2"; if (player.hasSkill("hezhong_0")) event._result = { index: 1 }; else if (player.hasSkill("hezhong_1")) event._result = { index: 0 }; else { player .chooseControl() .set("choiceList", ["本回合使用点数大于" + num + "的普通锦囊牌额外结算一次", "本回合使用点数小于" + num + "的普通锦囊牌额外结算一次"]) .set("ai", () => { var player = _status.event.player; var num = _status.event.player; if ( player.getCards("h").reduce(function (num, card) { return num + (get.number(card, player) || 0); }, 0) > num * 2 ) return 0; return 1; }) .set("num", num); } "step 3"; var skill = "hezhong_" + result.index; player.addTempSkill(skill); player.markAuto(skill, [num]); }, subSkill: { 0: { charlotte: true, onremove: true, marktext: ">", intro: { markcount: list => { var list2 = [1, 11, 12, 13]; return list.reduce((str, num) => { if (list2.includes(num)) return str + ["A", "J", "Q", "K"][list2.indexOf(num)]; return str + parseFloat(num); }, ""); }, content: "使用的下一张点数大于$的普通锦囊牌额外结算一次", }, audio: "hezhong", trigger: { player: "useCard" }, filter: function (event, player) { if (get.type(event.card) != "trick") return false; if (!event.targets.length) return false; var num = get.number(event.card, player); return typeof num == "number" && player.getStorage("hezhong_0").some(numx => num > numx); }, forced: true, usable: 1, content: function () { player.unmarkSkill("hezhong_0"); trigger.effectCount++; game.log(trigger.card, "额外结算一次"); }, ai: { effect: { player_use(card, player, target) { if (card.name == "tiesuo" && (!player.storage.counttrigger || !player.storage.counttrigger.hezhong_0)) return "zerotarget"; }, }, }, }, 1: { charlotte: true, onremove: true, marktext: "<", intro: { markcount: list => { var list2 = [1, 11, 12, 13]; return list.reduce((str, num) => { if (list2.includes(num)) return str + ["A", "J", "Q", "K"][list2.indexOf(num)]; return str + parseFloat(num); }, ""); }, content: "使用的下一张点数小于$的普通锦囊牌额外结算一次", }, audio: "hezhong", trigger: { player: "useCard" }, filter: function (event, player) { if (get.type(event.card) != "trick") return false; if (!event.targets.length) return false; var num = get.number(event.card, player); return typeof num == "number" && player.getStorage("hezhong_1").some(numx => num < numx); }, forced: true, usable: 1, content: function () { player.unmarkSkill("hezhong_1"); trigger.effectCount++; game.log(trigger.card, "额外结算一次"); }, ai: { effect: { player_use(card, player, target) { if (card.name == "tiesuo" && (!player.storage.counttrigger || !player.storage.counttrigger.hezhong_1)) return "zerotarget"; }, }, }, }, }, }, //吕伯奢 olfushi: { audio: 2, trigger: { global: "useCardAfter" }, filter: function (event, player) { return event.player.isIn() && event.card.name == "sha" && event.cards && event.cards.filterInD().length && get.distance(player, event.player) <= 1; }, forced: true, locked: false, logTarget: "player", content: function () { player.addToExpansion(trigger.cards.filterInD(), "gain2").gaintag.add("olfushi"); }, marktext: "豕", intro: { content: "expansion", markcount: "expansion", }, onremove: function (player, skill) { var cards = player.getExpansions(skill); if (cards.length) player.loseToDiscardpile(cards); }, group: "olfushi_wusheng", subSkill: { wusheng: { enable: "chooseToUse", filter: function (event, player) { return player.getExpansions("olfushi").length && event.filterCard({ name: "sha", isCard: true }, player, event); }, chooseButton: { dialog: function (event, player) { return ui.create.dialog('###缚豕###
将任意“缚豕”牌置入弃牌堆并摸等量的牌,视为使用一张【杀】并执行等量项
', player.getExpansions("olfushi"), [["额外目标", "伤害-1", "伤害+1"], "tdnodes"], "hidden"); }, filter: function (button) { const cards = ui.selected.buttons.filter(button => typeof button.link == "object"); if (cards.length >= 3 && typeof button.link == "string") return false; return true; }, select: [2, Infinity], filterOk: () => { if (!ui.selected.buttons.length) return false; const controls = ui.selected.buttons.filter(button => typeof button.link == "string"); const cards = ui.selected.buttons.filter(button => typeof button.link == "object"); if (cards.length >= 3) { const dialog = get.event().dialog; if (dialog && dialog.buttons) { dialog.buttons.forEach(button => { if (typeof button.link != "string") return; button.classList.remove("selectable"); button.classList.remove("selected"); ui.selected.buttons.remove(button); }); } return true; } return cards.length == controls.length; }, check: function (button) { const player = get.player(); const card = new lib.element.VCard({ name: "sha", isCard: true }); const targets = game.filterPlayer(target => { return player.canUse(card, target); }); const num0 = targets.filter(target => get.effect(target, card, player, player) > 0).length; if (num0 <= 0) return 0; const num1 = Math.max(0, num0 - 1); const num2 = targets.length - num1; const num3 = player.getExpansions("olfushi").length; let list; if ((num1 > 0 && num2 > 0) || (num1 == 0 && num2 == 0)) { switch (num3) { case 1: list = [["额外目标", "伤害+1"].randomGet()]; break; case 2: list = [["额外目标", "伤害+1"].randomGet(), "伤害-1"]; break; default: list = ["额外目标", "伤害-1", "伤害+1"]; break; } } else if (num2 == 0) { switch (num3) { case 1: list = ["伤害+1"]; break; case 2: list = ["额外目标", "伤害+1"]; break; default: list = ["额外目标", "伤害-1", "伤害+1"]; break; } } else if (num1 == 0) { switch (num3) { case 1: list = ["伤害+1"]; break; default: list = ["伤害-1", "伤害+1"]; break; } } if (typeof button.link == "string") { if (list.includes(button.link)) return 114514; return -1; } else { const cards = ui.selected.buttons.filter(button => typeof button.link == "object"); if ((list.length == 3 && (player.getHp() <= 2 || cards.length < num3 - 1)) || cards.length < list.length) return 1 / (get.value(button.link) || 0.5); return -1; } }, backup: function (links, player) { var cards = links.filter(button => typeof button == "object"); var controls = links.filter(button => typeof button == "string"); if (!controls.length) controls = ["额外目标", "伤害-1", "伤害+1"]; return { audio: "olfushi", selectCard: -1, position: "x", cards: cards, controls: controls, filterCard: function (card) { return lib.skill.olfushi_wusheng_backup.cards.includes(card); }, viewAs: { name: "sha", isCard: true, }, precontent: function () { var cards = lib.skill.olfushi_wusheng_backup.cards.slice(); var controls = lib.skill.olfushi_wusheng_backup.controls.slice(); player.logSkill("olfushi"); delete event.result.skill; event.result.card = new lib.element.VCard(lib.skill.olfushi_wusheng_backup.viewAs); event.result.cards = []; player.loseToDiscardpile(cards); player.draw(cards.length); event.result.card.storage.olfushi_buff = controls; player.addTempSkill("olfushi_buff"); }, }; }, prompt: function (links, player) { let controls = links.filter(button => typeof button == "string"); if (!controls.length) controls = ["额外目标", "伤害-1", "伤害+1"]; return `请选择【杀】的目标(${controls.join("、")})`; }, }, ai: { order: function (item, player) { return get.order({ name: "sha" }) + 0.1; }, result: { player: 1 }, respondSha: true, skillTagFilter: function (player, tag, arg) { if (arg == "respond") return false; if (!player.getExpansions("olfushi").length) return false; }, }, }, buff: { charlotte: true, trigger: { player: ["useCard2", "useCardToPlayered"] }, filter: function (event, player, name) { if (!event.card.storage || !event.card.storage.olfushi_buff) return false; if (name == "useCard2") return true; return event.getParent().triggeredTargets3.length == event.targets.length && event.card.storage.olfushi_buff.length > 1 && event.card.storage.olfushi_buff.includes("伤害-1") && !event.targets.some(target => !event.targets.includes(target.getPrevious()) && !event.targets.includes(target.getNext())); }, forced: true, popup: false, content: function () { "step 0"; if (event.triggername == "useCardToPlayered") { if (trigger.getParent().addCount !== false) { trigger.getParent().addCount = false; if (player.stat[player.stat.length - 1].card.sha > 0) { player.stat[player.stat.length - 1].card.sha--; } } game.log(trigger.card, "不计入次数"); event.finish(); return; } var list = trigger.card.storage.olfushi_buff; event.list = list; var canBeAddedTargets = game.filterPlayer(target => { return !trigger.targets.includes(target) && player.canUse(trigger.card, target); }); if (!list.includes("额外目标") || !canBeAddedTargets.length) event._result = { bool: false }; else if (canBeAddedTargets.length == 1) event._result = { bool: true, targets: canBeAddedTargets }; else player .chooseTarget( "请选择" + get.translation(trigger.card) + "的额外目标", function (card, player, target) { var trigger = _status.event.getTrigger(); return !trigger.targets.includes(target) && player.canUse(trigger.card, target); }, true ) .set("ai", function (target) { var player = _status.event.player; return get.attitude(player, target); }); "step 1"; if (result.bool) { var targets = result.targets.sortBySeat(); player.line(targets); trigger.targets.addArray(targets); game.log(targets, "成为了", trigger.card, "的额外目标"); } "step 2"; if (!event.list.includes("伤害-1")) event._result = { bool: false }; else if (trigger.targets.length == 1) event._result = { bool: true, targets: trigger.targets.slice() }; else player .chooseTarget( "请选择" + get.translation(trigger.card) + "伤害-1的目标", function (card, player, target) { var trigger = _status.event.getTrigger(); return trigger.targets.includes(target); }, true ) .set("ai", function (target) { var player = _status.event.player; return get.attitude(player, target); }); "step 3"; if (result.bool) { var target = result.targets[0]; player.line(target); game.log(trigger.card, "对", target, "的伤害-1"); player.addTempSkill("olfushi_buff2"); player.initStorage("olfushi_buff2", []); player.getStorage("olfushi_buff2").push([target, trigger.card]); } "step 4"; if (!event.list.includes("伤害+1")) event.finish(); else if (trigger.targets.length == 1) event._result = { bool: true, targets: trigger.targets.slice() }; else player .chooseTarget( "请选择" + get.translation(trigger.card) + "伤害+1的目标", function (card, player, target) { var trigger = _status.event.getTrigger(); return trigger.targets.includes(target); }, true ) .set("ai", function (target) { var player = _status.event.player; return get.damageEffect(target, player, player); }); "step 5"; if (result.bool) { var target = result.targets[0]; player.line(target); game.log(trigger.card, "对", target, "的伤害+1"); player.addTempSkill("olfushi_buff3"); player.initStorage("olfushi_buff3", []); player.getStorage("olfushi_buff3").push([target, trigger.card]); } }, }, buff2: { charlotte: true, onremove: true, trigger: { source: "damageBegin2" }, filter: function (event, player) { return event.card && player.getStorage("olfushi_buff2").some(info => info[0] == event.player && info[1] == event.card); }, forced: true, popup: false, content: function () { trigger.num--; }, ai: { effect: { target: function (card, player, target) { if (player.hasSkillTag("jueqing", false, target)) return; if (!card || !player.getStorage("olfushi_buff2").includes(card)) return; var num = get.tag(card, "damage"); if (num) { if (num > 1) return 0.5; return 0; } }, }, }, }, buff3: { charlotte: true, onremove: true, trigger: { source: "damageBegin1" }, filter: function (event, player) { return event.card && player.getStorage("olfushi_buff3").some(info => info[0] == event.player && info[1] == event.card); }, forced: true, popup: false, content: function () { trigger.num++; }, }, wusheng_backup: {}, }, }, oldongdao: { mode: ["doudizhu"], zhuanhuanji: true, mark: true, marktext: "☯", intro: { content: function (storage) { if (storage) return "农民的回合结束时,其可以进行一个额外回合"; return "农民的回合结束时,你可以令地主进行一个额外回合"; }, }, audio: 2, trigger: { global: "phaseEnd" }, filter: function (event, player) { return event.player.identity == "fan"; }, direct: true, content: function () { "step 0"; var target = player.storage.oldongdao ? trigger.player : game.zhu; event.target = target; var target2 = player.storage.oldongdao ? trigger.player : player; event.target2 = target2; target2.chooseBool(get.prompt("oldongdao"), "令" + get.translation(target) + "进行一个额外回合").set("ai", () => { var event = _status.event.getParent(); return get.attitude(event.target2, event.target) > 0; }); "step 1"; if (result.bool) { player.logSkill("oldongdao"); event.target2.line(target); player.changeZhuanhuanji("oldongdao"); target.insertPhase(); } }, }, //OL陆郁生 olcangxin: { audio: 2, trigger: { player: "damageBegin4" }, filter(event, player) { return ( game .getGlobalHistory( "everything", evt => { return evt.name == "damage" && evt.player == player; }, event ) .indexOf(event) == 0 ); }, checkx: function (event, player) { var target = event.source; return get.damageEffect(player, target, player) <= 0; }, forced: true, content: function () { "step 0"; var cards = get.bottomCards(3, true); player .chooseButton(["###藏心:请选择要弃置的牌###若以此法弃置了红桃牌,则减少弃置红桃牌数的伤害", cards], [1, cards.length], true) .set("ai", function (button) { if (!_status.event.bool && get.suit(button.link, false) == "heart") return 0; if (get.suit(button.link, false) != "heart") return 1; const num = get.event().getTrigger().num; if (num > ui.selected.buttons.filter(but => get.suit(but.link, false) == "heart").length) return 1; return 0; }) .set("bool", lib.skill.olcangxin.checkx(trigger, player)); "step 1"; if (result.bool) { player.$throw(result.links, 1000); game.cardsDiscard(result.links); const num = result.links.filter(card => get.suit(card, false) == "heart").length; if (num) trigger.num -= Math.min(trigger.num, num); } else event.finish(); "step 2"; game.delayx(); }, group: "olcangxin_yingzi", subSkill: { yingzi: { audio: "olcangxin", trigger: { player: "phaseDrawBegin" }, forced: true, content: function () { var cards = get.bottomCards(3, true); player.showCards(cards, get.translation(player) + "发动了【藏心】"); var num = cards.filter(card => get.suit(card, false) == "heart").length; if (num) player.draw(num); }, }, }, }, olrunwei: { audio: 2, trigger: { global: "phaseDiscardBegin" }, filter: function (event, player) { if (event.player == player) return false; return event.player.isDamaged(); }, direct: true, content: function () { "step 0"; var str = get.translation(trigger.player); player .chooseControl("弃牌,+1", "摸牌,-1", "cancel2") .set("choiceList", ["令" + str + "弃置一张牌,且其本回合手牌上限+1", "令" + str + "摸一张牌,且其本回合手牌上限-1"]) .set("ai", function () { var player = _status.event.player; var trigger = _status.event.getTrigger(); var target = trigger.player; var num1 = target.countCards("h"), num2 = target.getHandcardLimit(); switch (get.sgn(get.attitude(player, target))) { case 0: return 2; case 1: if (num1 - 1 >= num2) return 0; if (num1 + 1 <= num2) return 1; return 2; case -1: if (num1 - 2 <= num2) return 0; if (num1 + 3 >= num2) return 1; return 2; } }) .set("prompt", get.prompt("olrunwei", trigger.player)); "step 1"; if (result.index != 2) { player.logSkill("olrunwei", trigger.player); if (result.index == 0) { trigger.player.chooseToDiscard("he", true).set("ai", card => { if (get.position(card) == "e") return -get.value(card); return 1 / (get.value(card) || 0.5); }); trigger.player.addTempSkill("olrunwei_+"); trigger.player.addMark("olrunwei_+", 1, false); } if (result.index == 1) { trigger.player.draw(); trigger.player.addTempSkill("olrunwei_-"); trigger.player.addMark("olrunwei_-", 1, false); } } }, subSkill: { "+": { charlotte: true, onremove: true, marktext: "+", intro: { content: "手牌上限+#" }, mod: { maxHandcard: function (player, num) { return num + player.countMark("olrunwei_+"); }, }, }, "-": { charlotte: true, onremove: true, marktext: "-", intro: { content: "手牌上限-#" }, mod: { maxHandcard: function (player, num) { return num - player.countMark("olrunwei_-"); }, }, }, }, }, //曹羲 olgangshu: { audio: 2, trigger: { player: "useCardAfter", }, filter: function (event, player) { return get.type2(event.card, false) != "basic"; }, getInfo: player => { if (!player.storage.olgangshu_buff) player.storage.olgangshu_buff = [0, 0, 0]; return player.storage.olgangshu_buff; }, direct: true, group: "olgangshu_reset", content: function () { "step 0"; var info = lib.skill.olgangshu.getInfo(player); player .chooseControl("攻击范围(" + info[0] + ")", "摸牌数(" + info[1] + ")", "使用杀的上限(" + info[2] + ")", "cancel2") .set("prompt", get.prompt("olgangshu")) .set("prompt2", '
令以下一个数值+1(每项至多+5):
1.攻击范围;
2.下个摸牌阶段的摸牌数;
3.使用【杀】的次数上限。
') .set("ai", () => { return _status.event.choice; }) .set( "choice", (function () { var info = lib.skill.olgangshu.getInfo(player); if (info[1] == 0) return 1; if ( info[2] < 5 && player.hasCard(card => { return get.name(card) == "sha" && player.hasValueTarget(card); }, "hs") && !player.getCardUsable("sha") ) return 2; if ( info[0] < 5 && !game.hasPlayer(current => { return player.inRange(current) && get.effect(current, { name: "sha" }, player, player) > 0; }) ) return 0; var rand = Math.random(); var list = [0, 1, 2].filter(i => info[i] < 5); if (!list.length) return "cancel2"; if (rand < 0.2 && list.includes(0)) return 0; if (rand < 0.7 && list.includes(1)) return 1; if (rand < 1.0 && list.includes(2)) return 2; return list.randomGet(); })() ); "step 1"; if (result.control != "cancel2") { player.logSkill("olgangshu"); player.addSkill("olgangshu_buff"); var info = lib.skill.olgangshu.getInfo(player); info[result.index] = Math.min(5, info[result.index] + 1); game.log(player, "的", result.control.slice(0, result.control.indexOf("(")), "#y+1"); player.markSkill("olgangshu_buff"); } }, ai: { threaten: 3, }, subSkill: { buff: { trigger: { player: "phaseDrawBegin2" }, charlotte: true, onremove: true, forced: true, filter: function (event, player) { var info = lib.skill.olgangshu.getInfo(player); if (!info[1]) return false; return !event.numFixed; }, content: function () { var info = lib.skill.olgangshu.getInfo(player); trigger.num += info[1]; info[1] = 0; player.markSkill("olgangshu_buff"); }, mod: { attackRange: function (player, range) { var info = lib.skill.olgangshu.getInfo(player); if (info) return range + info[0]; }, cardUsable: function (card, player, num) { if (card.name != "sha") return; var info = lib.skill.olgangshu.getInfo(player); if (info) return num + info[2]; }, }, mark: true, intro: { markcount: function (storage, player) { var info = lib.skill.olgangshu.getInfo(player); var str = ""; info.forEach(num => (str += parseFloat(num))); return str; }, content: function (storage, player) { var info = lib.skill.olgangshu.getInfo(player); var str = ""; if (info[0] > 0) str += "
  • 攻击范围+" + info[0]; if (info[1] > 0) str += "
  • 下个摸牌阶段摸牌数+" + info[1]; if (info[2] > 0) str += "
  • 使用【杀】的次数上限+" + info[2]; return str; }, }, }, reset: { audio: "olgangshu", trigger: { global: ["shaMiss", "eventNeutralized"], }, filter: function (event, player) { if (event.type != "card") return false; var responder; if (event.name == "sha") { responder = event.target; } else { responder = event._neutralize_event.player; } return player == responder; }, forced: true, locked: false, content: function () { player.removeSkill("olgangshu_buff"); game.log(player, "重置了", "#g【刚述】", "的数值"); }, }, }, }, oljianxuan: { audio: 2, trigger: { player: "damageEnd", }, direct: true, content: function () { "step 0"; var info = lib.skill.olgangshu.getInfo(player); var list = []; list.add(player.getAttackRange()); list.add(2 + info[1]); list.add(player.getCardUsable("sha", true)); list.sort(); var str = list.join("、").replace(/(.*)、/, "$1或"); event.list = list; player .chooseTarget(get.prompt("oljianxuan"), "令一名角色摸一张牌,然后若其手牌数为" + str + ",其重复此流程") .set("ai", target => { var list = _status.event.list; var player = _status.event.player; var att = get.attitude(player, target); if (att <= 0) return 0; var num = target.countCards("h") + 1; var value = 1; while (true) { if (list.includes(num)) { value++; num++; } else break; } return value + att / 10; }) .set("list", list); "step 1"; if (result.bool) { var target = result.targets[0]; event.target = target; player.logSkill("oljianxuan", target); if (player != target) player.addExpose(0.15); } else event.finish(); "step 2"; target.draw(); "step 3"; if (event.list.includes(target.countCards("h"))) event.goto(2); }, ai: { combo: "olgangshu", maixie: true, }, }, //OL彭羕 olxiaofan: { audio: 2, enable: "chooseToUse", hiddenCard: function (player, name) { if (name != "wuxie" && lib.inpile.includes(name)) return true; }, getNum: player => player.getHistory("useCard").reduce((list, evt) => list.add(get.type2(evt.card)), []).length, filter: function (event, player) { if (event.responded || event.type == "wuxie" || event.olxiaofan) return false; for (var i of lib.inpile) { if (i != "wuxie" && event.filterCard(get.autoViewAs({ name: i }, "unsure"), player, event)) return true; } return false; }, delay: false, content: function () { "step 0"; var evt = event.getParent(2); evt.set("olxiaofan", true); var cards = get.bottomCards(lib.skill.olxiaofan.getNum(player) + 1, true); var aozhan = player.hasSkill("aozhan"); player .chooseButton(["嚣翻:选择要使用的牌", cards]) .set("filterButton", function (button) { return _status.event.cards.includes(button.link); }) .set( "cards", cards.filter(function (card) { if (aozhan && card.name == "tao") { return ( evt.filterCard( { name: "sha", isCard: true, cards: [card], }, evt.player, evt ) || evt.filterCard( { name: "shan", isCard: true, cards: [card], }, evt.player, evt ) ); } return evt.filterCard(card, evt.player, evt); }) ) .set("ai", function (button) { if (get.type(button.link) == "equip") return 0; var evt = _status.event.getParent(3), player = _status.event.player; if (evt.type == "phase" && !player.hasValueTarget(button.link, null, true)) return 0; if (evt && evt.ai) { var tmp = _status.event; _status.event = evt; var result = (evt.ai || event.ai1)(button.link, _status.event.player, evt); _status.event = tmp; return result; } return 1; }); "step 1"; var evt = event.getParent(2); if (result.bool && result.links && result.links.length) { var card = result.links[0]; var name = card.name, aozhan = player.hasSkill("aozhan") && name == "tao"; if (aozhan) { name = evt.filterCard( { name: "sha", isCard: true, cards: [card], }, evt.player, evt ) ? "sha" : "shan"; } game.broadcastAll( function (result, name) { lib.skill.olxiaofan_backup.viewAs = { name: name, cards: [result], isCard: true, }; }, card, name ); evt.set("_backupevent", "olxiaofan_backup"); evt.set("openskilldialog", "请选择" + get.translation(card) + "的目标"); evt.backup("olxiaofan_backup"); } evt.goto(0); }, ai: { effect: { target: function (card, player, target, effect) { if (get.tag(card, "respondShan")) return 0.7; if (get.tag(card, "respondSha")) return 0.7; }, }, order: 12, respondShan: true, respondSha: true, result: { player: function (player) { if (_status.event.dying) return get.attitude(player, _status.event.dying); return 1; }, }, }, }, olxiaofan_backup: { sourceSkill: "olxiaofan", precontent: function () { delete event.result.skill; var name = event.result.card.name, cards = event.result.card.cards.slice(0); event.result.cards = cards; var rcard = cards[0], card; if (rcard.name == name) card = get.autoViewAs(rcard); else card = get.autoViewAs({ name, isCard: true }); event.result.card = card; var id = get.id(); player .when("chooseToUseAfter") .filter(evt => evt == event.getParent()) .then(() => { var num = lib.skill.olxiaofan.getNum(player), pos = "jeh".slice(0, num); if (num > 0 && player.countCards(pos) > 0) { event.maxNum = Math.min(3, num); event.num = 0; } else event.finish(); }) .then(() => { var pos = "jeh"[event.num], hs = player.countCards(pos); if (hs > 0) player.chooseToDiscard(hs, pos, true); event.num++; if (event.num < event.maxNum) event.redo(); }) .translation("嚣翻"); }, filterCard: function () { return false; }, selectCard: -1, }, oltuishi: { audio: 2, mod: { wuxieJudgeEnabled: () => false, wuxieEnabled: () => false, cardEnabled: card => { if (card.name == "wuxie") return false; }, targetInRange: card => { if (card.storage && card.storage.oltuishi) return true; }, aiValue: (player, card, val) => { if (card.name == "wuxie") return 0; var num = get.number(card); if ([1, 11, 12, 13].includes(num)) return val * 1.1; }, aiUseful: (player, card, val) => { if (card.name == "wuxie") return 0; var num = get.number(card); if ([1, 11, 12, 13].includes(num)) return val * 1.1; }, aiOrder: (player, card, order) => { if (get.name(card) == "sha" && player.hasSkill("oltuishi_unlimit")) order += 9; var num = get.number(card); if ([1, 11, 12, 13].includes(num)) order += 3; return order; }, }, trigger: { player: ["useCard", "useCardAfter"] }, filter: function (event, player, name) { if (name == "useCardAfter") { if (player.isTempBanned("olxiaofan")) return false; return ( player .getHistory("useCard", evt => { return ( !player.getHistory("sourceDamage", evt2 => { return evt2.card && evt2.card == evt.card; }).length && get.tag(evt.card, "damage") ); }) .indexOf(event) >= 2 ); } return [1, 11, 12, 13].includes(get.number(event.card)); }, forced: true, content: function () { "step 0"; if (event.triggername == "useCardAfter") { player.tempBanSkill("olxiaofan"); event.finish(); return; } trigger.targets.length = 0; trigger.all_excluded = true; game.log(trigger.card, "被无效了"); "step 1"; player.draw(); player.addSkill("oltuishi_unlimit"); }, subSkill: { unlimit: { charlotte: true, mod: { cardUsableTarget: (card, player, target) => { if (target.countCards("h") < player.countCards("h")) return true; }, targetInRange: (card, player, target) => { if (target.countCards("h") < player.countCards("h")) return true; }, }, trigger: { player: "useCard1" }, filter: function (event, player) { if (!event.targets || !event.targets.length) return false; let num = 0; if (event.cards && event.cards.length) { const history = player.getHistory("lose", evt => { if (evt.getParent() != event) return false; return event.cards.some(card => evt.hs.includes(card)); }); if (history.length) num += event.cards.filter(card => history[0].hs.includes(card)).length; } return event.targets.some(target => player.countCards("h") + num > target.countCards("h") + (target == player ? num : 0)); }, forced: true, popup: false, silent: true, firstDo: true, content: function () { player.removeSkill("oltuishi_unlimit"); var card = trigger.card; if (!card.storage) card.storage = {}; card.storage.oltuishi = true; if (trigger.addCount !== false) { trigger.addCount = false; player.getStat("card")[card.name]--; } }, mark: true, intro: { content: "对手牌数小于你的角色使用的下一张牌无距离次数限制" }, }, }, }, //OL牵招 olweifu: { audio: 2, enable: "phaseUse", filterCard: lib.filter.cardDiscardable, position: "he", filter: function (event, player) { return player.hasCard(card => lib.filter.cardDiscardable(card, player), "he"); }, check: function (card) { var player = get.player(); return (5 - get.value(card)) / Math.pow(Math.max(0.1, player.getUseValue(card)), 0.33); }, content: function () { "step 0"; player.judge(card => { var evt = get.event().getParent("olweifu"); if (evt.name !== "olweifu") return 0; var cardx = evt.cards[0]; if (get.type2(card) == get.type2(cardx)) return 0.5; return 0.1; }).set("callback", function () { var card = event.judgeResult.card; player.addTempSkill("olweifu_clear"); player.addTempSkill("olweifu_add"); if (!get.is.object(player.storage.olweifu_add)) player.storage.olweifu_add = {}; var type = get.type2(card, player); if (typeof player.storage.olweifu_add[type] != "number") player.storage.olweifu_add[type] = 0; player.storage.olweifu_add[type]++; player.markSkill("olweifu_add"); if (type == get.type2(event.getParent(2).cards[0], player)) player.draw(); }).set("judge2", result => result.bool); }, ai: { order: 7, result: { player: function (player) { return player.hasCard(card => { var type = get.type2(card); if (type == "equip") return false; return ( player.hasUseTarget(card) && player.getUseValue(card) > 5 && game.countPlayer(current => { return lib.filter.targetEnabled2(card, player, current) && get.effect(current, card, player, player) > 0; }) + 1 > (get.is.object(player.storage.olweifu_add) ? player.storage.olweifu_add[type] || 0 : 0) ); }, "hs") ? 1 : 0; }, }, }, subSkill: { clear: { trigger: { player: "useCard1" }, filter: function (event, player) { var type = get.type2(event.card); if (get.is.object(player.storage.olweifu_add) && typeof player.storage.olweifu_add[type] == "number") return true; return false; }, silent: true, firstDo: true, charlotte: true, content: function () { var type = get.type2(trigger.card); var num = player.storage.olweifu_add[type]; delete player.storage.olweifu_add[type]; if (get.is.empty(player.storage.olweifu_add)) { delete player.storage.olweifu_add; player.unmarkSkill("olweifu_add"); } trigger._olweifu_clear = num; }, }, add: { trigger: { player: "useCard2" }, filter: function (event, player) { if (!event._olweifu_clear) return false; var info = get.info(event.card); if (info.allowMultiple == false) return false; if (event.targets && !info.multitarget) { if ( game.hasPlayer(current => { return !event.targets.includes(current) && lib.filter.targetEnabled2(event.card, player, current); }) ) return true; } return false; }, onremove: true, charlotte: true, direct: true, content: function () { "step 0"; var num = trigger._olweifu_clear; player .chooseTarget(get.prompt("olweifu"), "为" + get.translation(trigger.card) + "额外指定" + get.cnNumber(num) + "个目标。", [1, num], (card, player, target) => { return !_status.event.sourcex.includes(target) && lib.filter.targetEnabled2(_status.event.card, player, target); }) .set("sourcex", trigger.targets) .set("ai", function (target) { var player = _status.event.player; return get.effect(target, _status.event.card, player, player); }) .set("card", trigger.card); "step 1"; if (result.bool) { var targets = result.targets; player.logSkill("olweifu_add", targets); trigger.targets.addArray(targets); game.log(targets, "也成为了", trigger.card, "的目标"); if (!event.isMine() && !event.isOnline()) game.delayex(); } }, intro: { markcount: () => 0, content: (storage, player) => { if (!get.is.object(storage)) return; var str = "使用下一张以下类型的牌无距离限制,且可以额外指定对应数量个目标:"; for (var type in storage) { str += "
  • " + get.translation(type) + "牌:+" + storage[type]; } return str; }, }, mod: { targetInRange: (card, player) => { var type = get.type2(card); if (get.is.object(player.storage.olweifu_add) && typeof player.storage.olweifu_add[type] == "number") return true; }, }, }, }, }, olkuansai: { audio: 2, trigger: { global: "useCardToPlayered", }, filter: function (event, player) { return event.isFirstTarget && event.targets.length >= player.getHp(); }, direct: true, usable: 1, content: function () { "step 0"; player .chooseTarget(get.prompt("olkuansai"), "令其中一个目标选择一项:1.交给你一张牌;2.令你回复1点体力。", (card, player, target) => { return _status.event.targets.includes(target); }) .set("targets", trigger.targets) .set("ai", target => { var player = _status.event.player; var att = get.attitude(player, target); if (att > 0) return 1; return (1 - att) / Math.sqrt(1 + target.countCards("he")); }); "step 1"; if (result.bool) { var target = result.targets[0]; event.target = target; player.logSkill("olkuansai", target); var position = "e"; if (player != target) position += "h"; var forced = player.isHealthy(); var str = "请交给其一张牌" + (forced ? "" : "或点击“取消”令其回复1点体力") + "。"; if (!target.countCards(position)) event._result = { bool: false }; else target .chooseCard(get.translation(player) + "对你发动了【款塞】", str, position, forced) .set("ai", card => { if (_status.event.recover) return 0; var target = _status.event.player, player = _status.event.getParent().player; if (get.attitude(target, player) > 0) { return get.value(card, target) - get.value(card, player); } if (get.tag(card, "recover")) return -1; return 6.5 - get.value(card); }) .set( "recover", (function () { if (forced) return false; var recoverEff = get.recoverEffect(player, target, target); var att = get.attitude(target, player); if (att < 0) { if (recoverEff >= 0) return true; if ( target.hasCard(card => { return (get.value(card) < 6.5 && !get.tag(card, "recover")) || get.value(card) <= 0.05; }, position) ) return false; } else { if (recoverEff > 0) return true; if ( target.hasCard(card => { return get.value(card, target) < get.value(card, player); }, position) ) return false; } return true; })() ); } else { player.storage.counttrigger.olkuansai--; event.finish(); } "step 2"; if (result.bool) { target.give(result.cards, player); } else player.recover(target); }, }, //牛金 olcuorui: { audio: "cuorui", trigger: { global: "phaseBefore", player: "enterGame", target: "useCardToTargeted", }, filter: function (event, player) { if (event.name == "useCardToTargeted") return get.type(event.card) == "delay" && !player.hasSkill("olcuorui_skip"); return (event.name != "phase" || game.phaseNumber == 0) && player.countCards("h") < Math.min(8, game.countPlayer()); }, forced: true, content: function () { if (trigger.name == "useCardToTargeted") { player.skip("phaseJudge"); player.addTempSkill("olcuorui_skip", { player: "phaseJudgeSkipped" }); } else player.drawTo(Math.min(8, game.countPlayer())); }, ai: { effect: { target: function (card, player, target) { if (get.type(card) == "delay") return "zerotarget"; }, }, }, subSkill: { skip: { mark: true, intro: { content: "跳过下个的判定阶段" }, }, }, }, //何进 olmouzhu: { audio: "mouzhu", inherit: "mouzhu", content: function () { "step 0"; target.chooseCard("h", "交给" + get.translation(player) + "一张手牌", true); "step 1"; if (result.bool) target.give(result.cards, player); "step 2"; if (player.countCards("h") <= target.countCards("h")) { event.finish(); return; } var list = []; if (target.hasUseTarget({ name: "sha" })) list.push("sha"); if (target.hasUseTarget({ name: "sha" })) list.push("juedou"); if (!list.length) event.finish(); else if (list.length == 1) event._result = { control: list[0] }; else target .chooseControl(list) .set("prompt", "谋诛:视为使用一张【杀】或【决斗】") .set("ai", function () { var player = _status.event.player; return player.getUseValue({ name: "sha" }) > player.getUseValue({ name: "juedou" }) ? "sha" : "juedou"; }); "step 3"; if (result.control) target.chooseUseTarget({ name: result.control }, true); }, ai: { order: 7, result: { target: function (player, target) { if ( get.attitude(target, player) > 0 && game.hasPlayer(function (current) { if (current == target) return false; for (var card of [{ name: "sha" }, { name: "juedou" }]) { if (target.canUse(card, current) && get.effect(current, card, target, player) > 0 && get.effect(current, card, target, target) > 0) return true; } return false; }) && target.countCards("h") < player.countCards("h") + 2 ) return 3; if (!target.hasValueTarget({ name: "sha" }) && !target.hasValueTarget({ name: "juedou" })) return -2; if (target.countCards("h") + 1 > player.countCards("h")) return -2; var canSave = function (player, target) { return target.hp + player.countCards("hs", card => player.canSaveCard(card, target)) > 1 + ((get.mode() == "identity" && target.identity == "zhu") || (get.mode() == "guozhan" && get.is.jun(target))); }; if (target.hasValueTarget({ name: "sha" })) { var aimx = game .filterPlayer(current => { return target.canUse({ name: "sha" }, current) && get.effect(current, { name: "sha" }, target, target) > 0; }) .sort((a, b) => get.effect(b, { name: "sha" }, target, target) - get.effect(a, { name: "sha" }, target, target))[0]; if (aimx && get.effect(aimx, { name: "sha" }, target, player) < 0 && get.effect(aimx, { name: "sha" }, target, aimx) < 0 && !canSave(player, aimx)) return 0; } if (target.hasValueTarget({ name: "juedou" })) { var aimy = game .filterPlayer(current => { return target.canUse({ name: "juedou" }, current) && get.effect(current, { name: "juedou" }, target, target) > 0; }) .sort((a, b) => get.effect(b, { name: "juedou" }, target, target) - get.effect(a, { name: "juedou" }, target, target))[0]; if (aimy && get.effect(aimy, { name: "juedou" }, target, player) < 0 && get.effect(aimy, { name: "sha" }, target, aimy) < 0 && !canSave(player, aimy)) return 0; } return -1; }, }, }, }, olyanhuo: { audio: "yanhuo", trigger: { player: "die" }, forceDie: true, filter: function (event, player) { if (!event.source || !event.source.isIn() || !event.source.countCards("he")) return false; return player.countCards("he") > 0; }, check: function (event, player) { return get.effect(event.source, { name: "guohe_copy2" }, player, player) > 0; }, logTarget: "source", skillAnimation: true, animationColor: "thunder", content: function () { player.discardPlayerCard(trigger.source, "he", [1, player.countCards("he")], true).set("forceDie", true); }, }, //韩遂 olniluan: { audio: "niluan", trigger: { global: "phaseJieshuBegin" }, filter: function (event, player) { return ( event.player.getHp() > player.getHp() && event.player.getHistory("useCard", function (card) { return card.card.name == "sha"; }).length && player.countCards("hes", card => get.color(card, player) == "black" && player.canUse(get.autoViewAs({ name: "sha" }, [card]), event.player, false)) ); }, direct: true, content: function () { var next = player.chooseToUse(); next.set("openskilldialog", "逆乱:是否将一张黑色牌当作【杀】对" + get.translation(trigger.player) + "使用?"); next.set("norestore", true); next.set("_backupevent", "niluanx"); next.set("custom", { add: {}, replace: { window: function () {} }, }); next.backup("niluanx"); next.set("targetRequired", true); next.set("complexSelect", true); next.set("filterTarget", function (card, player, target) { if (target != _status.event.sourcex && !ui.selected.targets.includes(_status.event.sourcex)) return false; return lib.filter.targetEnabled.apply(this, arguments); }); next.set("sourcex", trigger.player); next.set("addCount", false); next.logSkill = "olniluan"; }, }, olxiaoxi: { audio: "xiaoxi", audioname: ["machao", "hansui", "pangde"], trigger: { global: "roundStart" }, filter: function (event, player) { return player.hasUseTarget({ name: "sha" }, false); }, direct: true, content: function () { player.chooseUseTarget({ name: "sha" }, get.prompt("olxiaoxi"), "视为使用一张无距离限制的【杀】", false, "nodistance").logSkill = "olxiaoxi"; }, }, //段颎 olsaogu: { audio: 2, zhuanhuanji: true, mark: true, marktext: "☯", intro: { content: function (storage) { if (storage) return "转换技。①出牌阶段,你可以摸一张牌。②结束阶段,你可以弃置一张牌,令一名其他角色摸一张牌。"; return "转换技。①出牌阶段,你可以弃置两张牌(不能包含你本阶段弃置过的花色),然后使用其中的【杀】。②结束阶段,你可以弃置一张牌,令一名其他角色弃置两张牌,然后其使用弃置的【杀】。"; }, }, onChooseToUse: function (event) { if (!game.online && !event.olsaogu) { var list = [], player = event.player; var evtx = event.getParent("phaseUse"); player.getHistory("lose", evt => { if (evt.type == "discard" && evt.getParent("phaseUse") == evtx) list.addArray(evt.cards2); }); event.set("olsaogu", list); } }, enable: "phaseUse", filter: function (event, player) { var storage = player.storage.olsaogu; if (storage) return true; return ( player.getDiscardableCards(player, "he").filter(card => { if (event.olsaogu && event.olsaogu.some(cardx => get.suit(cardx, false) == get.suit(card, player))) return false; return true; }).length > 1 ); }, filterCard: function (card, player) { if (player.storage.olsaogu) return false; if (_status.event.olsaogu && _status.event.olsaogu.some(cardx => get.suit(cardx, false) == get.suit(card, player))) return false; return true; }, selectCard: function () { var player = _status.event.player; return player.storage.olsaogu ? -1 : 2; }, position: "he", check: function (card) { var player = _status.event.player; if (card.name == "sha") return player.hasValueTarget(card) ? 10 : 0.001; return 6 - get.value(card); }, prompt: function () { var player = _status.event.player; var storage = player.storage.olsaogu; if (storage) return "摸一张牌"; var list = _status.event.olsaogu, str = ""; if (list && list.length) { var text = "", suits = list .reduce(function (list, card) { return list.add(get.suit(card, false)), list; }, []) .sort((a, b) => lib.suit.indexOf(b) - lib.suit.indexOf(a)); for (var i = 0; i < suits.length; i++) text += get.translation(suits[i]); str += "(不能弃置" + text + "花色的牌)"; } return "弃置两张牌" + str + ",然后使用其中的【杀】"; }, content: function () { player.changeZhuanhuanji("olsaogu"); if (!cards.length) player.draw(); else { var cardx = cards.filter(card => card.name == "sha"); if (cardx.length) { var next = game.createEvent("olsaogu_chooseToUseSha"); next.player = player; next.cards = cardx; next.setContent(lib.skill.olsaogu.chooseToUseSha); } } }, ai: { order: function (item, player) { return get.order({ name: "sha" }, player) - 0.2; }, result: { player: function (player) { var storage = player.storage.olsaogu; if (storage) return 1; if ( player.getDiscardableCards(player, "he").filter(card => { if (card.name != "sha") return false; if (_status.event.olsaogu && _status.event.olsaogu.some(cardx => get.suit(cardx, false) == get.suit(card, player))) return false; return true; }).length ) return 1; return 0; }, }, }, group: "olsaogu_effect", subSkill: { effect: { trigger: { player: "phaseJieshuBegin" }, filter: function (event, player) { if (_status.connectMode) return player.countCards("he"); return player.countDiscardableCards(player, "he"); }, direct: true, content: function () { "step 0"; var list = []; player.getHistory("lose", evt => { if (evt.type == "discard" && evt.getParent("phaseJieshu").name == "phaseJieshu") list.addArray(evt.cards2); }); event.list = list; var str, storage = player.storage.olsaogu; if (storage) str = "弃置一张牌,令一名其他角色摸一张牌。"; else { str = "弃置一张牌,令一名其他角色弃置两张牌(不能包含你本阶段弃置过的花色),然后其使用弃置的【杀】。"; if (list.length) { var text = "", suits = list .reduce(function (list, card) { return list.add(get.suit(card, false)), list; }, []) .sort((a, b) => lib.suit.indexOf(b) - lib.suit.indexOf(a)); for (var i = 0; i < suits.length; i++) text += get.translation(suits[i]); str += "
    本阶段已弃置过" + text + "花色的牌。"; } } player .chooseCardTarget({ prompt: get.prompt("olsaogu"), prompt2: str, filterTarget: function (card, player, target) { return player != target && target.countCards("he") > 1; }, filterCard: lib.filter.cardDiscardable, position: "he", complexCard: true, complexSelect: true, ai1: function (card) { var player = _status.event.player; if (!player.storage.olsaogu && _status.event.list.some(cardx => get.suit(cardx, false) == get.suit(card, player))) return 7 - get.value(card); return 5 - get.value(card); }, ai2: function (target) { var player = _status.event.player; var att = get.attitude(player, target); if (player.storage.olsaogu) return att; var list = _status.event.list.slice(); if (ui.selected.cards.length) list.addArray(ui.selected.cards); var cards = target.getCards("he", card => { if (card.name != "sha" || list.some(cardx => get.suit(cardx, false) == get.suit(card, target))) return false; return ( lib.filter.cardDiscardable(card, target) && game.hasPlayer(function (current) { if (!current.canUse(card, target, false)) return false; return get.effect(current, card, target, target) > 0 && get.effect(current, card, target, player) > 0; }) ); }); if (cards.length && att > 0) return ( Math.sqrt(Math.min(2, cards.length)) * cards.reduce(function (num, card) { var players = game.filterPlayer(current => target.canUse(card, current, false)); players.sort((a, b) => get.effect(b, card, target, target) * get.effect(b, card, target, player) - get.effect(a, card, target, target) * get.effect(a, card, target, player)); return (num = get.effect(players[0], card, target, target) * get.effect(players[0], card, target, player)); }, 0) ); return ( get.effect(target, { name: "guohe_copy2" }, player, player) * Math.sqrt( Math.min( 2, target.getDiscardableCards(player, "he").filter(card => { return !list.some(cardx => get.suit(cardx, false) == get.suit(card, target)); }).length ) ) ); }, }) .set("list", list); "step 1"; if (result.bool) { var cards = result.cards, target = result.targets[0]; player.logSkill("olsaogu", target); player.discard(cards); if (player.storage.olsaogu) { target.draw(); event.finish(); } else { event.target = target; var list = result.cards.slice(); player.getHistory("lose", evt => { if (evt.type == "discard" && evt.getParent("phaseJieshu").name == "phaseJieshu") list.addArray(evt.cards2); }); var cards = target.getCards("he", card => { return lib.filter.cardDiscardable(card, target) && !list.some(cardx => get.suit(cardx, false) == get.suit(card, target)); }); if (cards.length) { var text = "", suits = list .reduce(function (list, card) { return list.add(get.suit(card, false)), list; }, []) .sort((a, b) => lib.suit.indexOf(b) - lib.suit.indexOf(a)); for (var i = 0; i < suits.length; i++) text += get.translation(suits[i]); target .chooseToDiscard( "he", "扫谷:弃置两张牌(不能弃置" + text + "花色的牌),然后使用其中的【杀】", function (card, player) { var list = _status.event.list; return !list.some(cardx => get.suit(cardx, false) == get.suit(card, player)); }, Math.min(cards.length, 2), true ) .set("ai", function (card) { var player = _status.event.player; if (card.name == "sha" && player.hasValueTarget(card)) return 10; return -get.value(card); }) .set("list", list); } else event.finish(); } } else event.finish(); "step 2"; if (result.bool) { var cards = result.cards.filter(card => card.name == "sha"); if (cards.length) { var next = game.createEvent("olsaogu_chooseToUseSha"); next.player = target; next.cards = cards; next.setContent(lib.skill.olsaogu.chooseToUseSha); } } }, }, }, chooseToUseSha: function () { "step 0"; event.cards2 = cards.filter(i => get.position(i, true) == "d" && player.hasUseTarget(i)); if (!event.cards2.length) event.finish(); "step 1"; if (event.cards2.length == 1) event._result = { bool: true, links: event.cards2 }; else player .chooseButton(["扫谷:请使用其中的【杀】", event.cards2], true) .set("filterButton", button => { return _status.event.player.hasUseTarget(button.link, false); }) .set("ai", button => { return _status.event.player.getUseValue(button.link); }); "step 2"; if (result.bool) { var card = result.links[0]; event.cards2.remove(card); player.$gain2(card, false); game.delayx(); player.chooseUseTarget(true, card, false); } else event.finish(); "step 3"; if (event.cards2.length) event.goto(1); }, }, //OL周群 oltianhou: { audio: 2, trigger: { player: "phaseZhunbeiBegin" }, forced: true, content: function () { "step 0"; var card = get.cards()[0]; event.card = card; game.cardsGotoOrdering(card); "step 1"; if (player.countCards("he") > 0) { player .chooseCard("he", "天候:是否用一张牌交换牌堆顶的" + get.translation(card) + "?") .set("promptx", [[card]]) .set("card", card) .set("ai", cardx => { let card = _status.event.card, val = get.value(card, player) - get.value(cardx, player); if (val < 0) return -val; let suit = get.suit(card); if (suit === "heart") return ( val + game.countPlayer(current => { if (player !== current && !game.hasPlayer(tar => tar.hp - current.hp > 1)) return get.sgn(get.attitude(player, current)); return 0; }) ); if (suit == "club") return ( val + game.countPlayer(current => { if (player !== current && (current.hp < 2 || !game.hasPlayer(tar => current.hp - tar.hp > 1))) return get.sgn(get.attitude(player, current)); return 0; }) ); return val + 0.1; }); } else { event._result = { bool: false }; } "step 2"; if (result.bool) { player.lose(result.cards, ui.cardPile, "insert"); player.gain(event.card, "draw"); } else { ui.cardPile.insertBefore(event.card, ui.cardPile.firstChild); } "step 3"; var card = get.cards()[0]; ui.cardPile.insertBefore(card, ui.cardPile.firstChild); player.showCards(card, get.translation(player) + "发动了【天候】"); var suit = get.suit(card, false), skill = "oltianhou_" + suit; if (!lib.skill.oltianhou.derivation.includes(skill)) event.finish(); else { event.weather_skill = skill; player.chooseTarget(true, "令一名角色获得技能【" + get.translation(skill) + "】", get.translation(skill + "_info")).set("ai", function (target) { return get.attitude(_status.event.player, target); }); } "step 4"; if (result.bool) { var target = result.targets[0]; player.line(target, "green"); target.addAdditionalSkill("oltianhou_" + player.playerid, event.weather_skill); player.addTempSkill("oltianhou_expire", { player: "phaseZhunbeiBegin" }); game.log(target, "获得了天气技能", "#g【" + get.translation(event.weather_skill) + "】"); game.broadcastAll(function (bg) { _status.tempBackground = bg; game.updateBackground(); }, event.weather_skill + "_bg"); game.addVideo("skill", player, ["oltianhou", [true, event.weather_skill + "_bg"]]); } }, video: function (player, info) { if (info[0]) { _status.tempBackground = info[1]; } else { delete _status.tempBackground; } game.updateBackground(); }, derivation: ["oltianhou_spade", "oltianhou_heart", "oltianhou_club", "oltianhou_diamond"], subSkill: { expire: { charlotte: true, onremove: function (player) { var key = "oltianhou_" + player.playerid, players = game.players.concat(game.dead); for (var current of players) { current.removeAdditionalSkill(key); } game.removeGlobalSkill("oltianhou_" + player.playerid + "_ai"); game.broadcastAll(function () { delete _status.tempBackground; game.updateBackground(); }); game.addVideo("skill", player, ["oltianhou", [false]]); }, }, spade: { audio: true, mark: true, marktext: "雨", intro: { content: "锁定技。其他角色造成火属性伤害时,取消之;一名角色受到雷属性伤害后,所有与其座次相邻的角色失去1点体力。", }, trigger: { global: "damageEnd" }, forced: true, filter: function (event) { return event.hasNature("thunder") && lib.skill.oltianhou_spade.logTarget(event).length > 0; }, logTarget: function (event) { var list = []; if (!event.player.isIn()) return []; if (event.player.getNext().isIn()) list.push(event.player.getNext()); if (event.player.getPrevious().isIn()) list.push(event.player.getPrevious()); return list.sortBySeat(_status.currentPhase); }, content: function () { var targets = lib.skill.oltianhou_spade.logTarget(trigger); for (var i of targets) i.loseHp(); game.delayex(); }, group: "oltianhou_miehuo", global: "oltianhou_spade_ai", }, spade_ai: { ai: { effect: { player: function (card, player, target, current) { if (((typeof card == "object" && game.hasNature(card, "fire")) || get.tag(card, "fireDamage")) && !player.hasSkill("oltianhou_spade")) return "zeroplayertarget"; if ((typeof card == "object" && game.hasNature(card, "thunder")) || get.tag(card, "thunderDamage")) { var list = lib.skill.oltianhou_spade.logTarget({ player: target }); var eff = list.reduce(function (eff, current) { eff += get.effect(current, { name: "losehp" }, player, player) / get.attitude(player, player); }, 0); return [1, eff]; } }, }, }, }, miehuo: { audio: "oltianhou_spade", trigger: { global: "damageBegin2" }, forced: true, logTarget: "source", filter: function (event, player) { return event.hasNature("fire") && event.source && event.source.isIn() && event.source != player; }, content: function () { trigger.cancel(); }, }, heart: { audio: true, mark: true, marktext: "暑", intro: { content: "锁定技。其他角色的结束阶段开始时,若其体力值为全场最大,则其失去1点体力。", }, trigger: { global: "phaseJieshuBegin" }, forced: true, filter: function (event, player) { return player != event.player && event.player.isIn() && event.player.isMaxHp(); }, logTarget: "player", content: function () { trigger.player.loseHp(); }, global: "oltianhou_heart_ai", }, heart_ai: { mod: { aiOrder: function (player, card, num) { if ( num > 0 && _status.event && _status.event.type == "phase" && !player.hasSkill("oltianhou_heart") && get.tag(card, "recover") && !player.isMaxHp() && player.needsToDiscard() <= 1 && !game.hasPlayer(function (current) { return current.hp - player.hp > 1; }) && get.effect(player, { name: "losehp" }, player, player) < 0 ) return 0; }, }, }, club: { audio: true, mark: true, marktext: "霜", intro: { content: "锁定技。其他角色的结束阶段开始时,若其体力值为全场最小,则其失去1点体力。", }, trigger: { global: "phaseJieshuBegin" }, forced: true, filter: function (event, player) { return player != event.player && event.player.isIn() && event.player.isMinHp(); }, logTarget: "player", content: function () { trigger.player.loseHp(); }, global: "oltianhou_club_ai", }, club_ai: { ai: { nokeep: true, skillTagFilter: function (player, tag, arg) { return _status.event && _status.event.type == "phase" && (!arg || (arg.card && get.name(arg.card) === "tao")) && !player.hasSkill("oltianhou_club") && player.isMinHp() && get.effect(player, { name: "losehp" }, player, player) < 0; }, }, }, diamond: { audio: true, mark: true, marktext: "雾", intro: { content: "锁定技。其他角色使用【杀】指定与其座次不相邻唯一目标时,则其判定。若判定结果的点数大于此【杀】,则此【杀】对其无效。", }, trigger: { global: "useCardToPlayer" }, forced: true, filter: function (event, player) { if (event.card.name != "sha" || event.player == player || event.targets.length != 1 || !event.player.isIn()) return false; return event.target != event.player.getNext() && event.target != event.player.getPrevious(); }, logTarget: "player", content: function () { "step 0"; var num = get.number(trigger.card); event.num = num; trigger.player .judge(card => { var num = get.number(card), num2 = _status.event.getParent("oltianhou_diamond").num; return num > num2 ? -4 : 4; }) .set("judge2", result => { if (result.bool == false) return true; return false; }); "step 1"; if (!result.bool) { trigger.getParent().all_excluded = true; trigger.untrigger(); } }, global: "oltianhou_diamond_ai", }, diamond_ai: { ai: { effect: { player_use(card, player, target) { if (get.name(card) == "sha" && !player.hasSkill("oltianhou_diamond") && target != player.getNext() && target != player.getPrevious()) { let num = get.number(card), max = _status.aiyh_MAXNUM || 13; return [num / max, 0, num / max, 0]; } }, }, }, }, }, }, olchenshuo: { audio: 2, trigger: { player: "phaseJieshuBegin" }, direct: true, filter: function (event, player) { return player.countCards("h") > 0; }, hasSame: function (info, card) { if (info.type == get.type2(card, false)) return true; if (info.suit != "none" && info.suit == get.suit(card, false)) return true; if (typeof info.number == "number" && info.number > 0 && info.number == get.number(card, false)) return true; return info.length == get.cardNameLength(card); }, content: function () { "step 0"; player.chooseCard("h", get.prompt("olchenshuo"), "展示一张手牌,然后展示并获得牌堆顶的牌").set("ai", function (card) { if (get.type(card) == "basic") return 1 + Math.random(); return Math.random(); }); "step 1"; if (result.bool) { player.logSkill("olchenshuo"); player.showCards(result.cards, get.translation(player) + "发动了【谶说】"); var card = result.cards[0]; event.cardInfo = { type: get.type2(card, player), suit: get.suit(card, player), number: get.number(card, player), length: get.cardNameLength(card), }; event.cards = []; event.forceDie = true; event.includeOut = true; } else event.finish(); "step 2"; var judgestr = get.translation(player) + "展示的第" + get.cnNumber(cards.length + 1, true) + "张【谶说】牌"; event.videoId = lib.status.videoId++; var card = get.cards()[0]; event.card = card; cards.add(card); game.cardsGotoOrdering(card); game.addVideo("judge1", player, [get.cardInfo(card), judgestr, event.videoId]); game.broadcastAll( function (player, card, str, id, cardid) { var event; if (game.online) { event = {}; } else { event = _status.event; } if (game.chess) { event.node = card.copy("thrown", "center", ui.arena).addTempClass("start"); } else { event.node = player.$throwordered(card.copy(), true); } if (lib.cardOL) lib.cardOL[cardid] = event.node; event.node.cardid = cardid; event.node.classList.add("thrownhighlight"); ui.arena.classList.add("thrownhighlight"); event.dialog = ui.create.dialog(str); event.dialog.classList.add("center"); event.dialog.videoId = id; }, player, card, judgestr, event.videoId, get.id() ); game.log(player, "展示了牌堆顶的", card); game.delay(2); "step 3"; game.broadcastAll(function (id) { var dialog = get.idDialog(id); if (dialog) { dialog.close(); } ui.arena.classList.remove("thrownhighlight"); }, event.videoId); game.addVideo("judge2", null, event.videoId); if (cards.length < 3 && player.isIn() && lib.skill.olchenshuo.hasSame(event.cardInfo, card)) event.goto(2); else { game.broadcastAll(function () { ui.clear(); }); player.gain(cards, "gain2"); } }, }, //OL文钦 olguangao: { audio: 2, trigger: { global: "useCard2", }, filter: function (event, player) { var card = event.card; if (card.name != "sha") return false; if (event.player == player) { return game.hasPlayer(current => { return current.isIn() && !event.targets.includes(current) && player.canUse(card, current); }); } return event.player.isIn() && !event.targets.includes(player) && event.player.canUse(card, player); }, direct: true, content: function () { "step 0"; if (trigger.player == player) { player .chooseTarget(get.prompt("olguangao"), "为" + get.translation(trigger.card) + "额外指定一个目标。然后若你手牌数为偶数,你摸一张牌并令此牌对任意目标无效。", (card, player, target) => { return !_status.event.sourcex.includes(target) && player.canUse(_status.event.card, target); }) .set("sourcex", trigger.targets) .set("ai", function (target) { var player = _status.event.player; if (player.countCards("h") % 2 == 0) return true; var eff = get.effect(target, _status.event.card, player, player); if ( player.hasSkill("olxieju") && player.isPhaseUsing() && !player.getStat().skill.olxieju && get.attitude(player, target) > 0 && !game.hasGlobalHistory("useCard", evt => { return evt.targets && evt.targets.includes(target); }) ) return 6 + eff; return eff; }) .set("card", trigger.card); } else { trigger.player .chooseBool("是否发动" + get.translation(player) + "的【犷骜】?", "令其成为" + get.translation(trigger.card) + "的额外目标。然后若其手牌数为偶数,其摸一张牌并令此牌对任意目标无效。") .set("ai", () => { return _status.event.bool; }) .set( "bool", (function () { var att = get.attitude(trigger.player, player); if (player.countCards("h") % 2 == 0) { if (att > 0) return true; return false; } if (get.effect(player, trigger.card, trigger.player, trigger.player) > 0) return true; return false; })() ); } "step 1"; if (result.bool) { var target = result.targets && result.targets[0]; if (!target) { target = player; trigger.player.logSkill("olguangao", player); } else { player.logSkill("olguangao", target); } trigger.targets.add(target); game.delayex(); } else event.finish(); "step 2"; if (player.countCards("h") % 2 == 0) { player.draw(); player .chooseTarget("犷骜:令此杀对其任意个目标无效", [1, Infinity], (card, player, target) => { return _status.event.targetsx.includes(target); }) .set("ai", target => { return 1 - get.effect(target, _status.event.getTrigger().card, _status.event.player, _status.event.player); }) .set("targetsx", trigger.targets); } else event.finish(); "step 3"; if (result.bool) { player.line(result.targets); trigger.excluded.addArray(result.targets); } }, }, olhuiqi: { audio: 2, trigger: { global: "phaseEnd", }, juexingji: true, forced: true, skillAnimation: true, animationColor: "thunder", derivation: "olxieju", filter: function (event, player) { var targets = []; game.getGlobalHistory("useCard", evt => { if (evt.targets && evt.targets.length) { targets.addArray(evt.targets); } }); return targets.length == 3 && targets.includes(player); }, content: function () { "step 0"; player.awakenSkill("olhuiqi"); player.addSkills("olxieju"); player.insertPhase(); }, }, olxieju: { audio: 2, enable: "phaseUse", usable: 1, filter: function (event, player) { return event.olxieju && event.olxieju.length; }, onChooseToUse: function (event) { if (!event.olxieju && !game.online) { var targets = []; game.getGlobalHistory("useCard", evt => { if (evt.targets && evt.targets.length) { targets.addArray(evt.targets); } }); event.set("olxieju", targets); } }, filterTarget: function (card, player, target) { var event = _status.event; if (event.olxieju.includes(target)) return true; return false; }, selectTarget: [1, Infinity], content: function () { var card = { name: "sha", isCard: true, }; if (target.hasUseTarget(card, true)) { target.chooseUseTarget(card, true, false); } }, ai: { order: 1, result: { target: function (player, target) { var val = target.getUseValue({ name: "sha" }, true); return Math.sign(val); }, }, }, }, //郝普 olzhenying: { audio: 2, enable: "phaseUse", usable: 2, filter: function (event, player) { return game.hasPlayer(current => { return lib.skill.olzhenying.filterTarget(null, player, current); }); }, filterTarget: function (card, player, target) { return player != target && target.countCards("h") <= player.countCards("h"); }, content: function () { "step 0"; var send = function () { var next = game.createEvent("olzhenying_adjust", false); next.setContent(lib.skill.olzhenying.contentx); game.resume(); }; var sendback = function (result, player) { if (!result && typeof result !== "number") { result = player.getCards("h"); if (!result.length) result = 0; } event.results.push([player, result]); }; event.ai_targets = []; event.results = []; var players = [player, target]; for (var i = 0; i < players.length; i++) { if (_status.connectMode) players[i].showTimer(); if (players[i].isOnline()) { event.withol = true; players[i].send(send); players[i].wait(sendback); } else if (players[i] == game.me) { event.withme = true; var next = game.createEvent("olzhenying_adjust", false); next.setContent(lib.skill.olzhenying.contentx); if (_status.connectMode) game.me.wait(sendback); } else { event.ai_targets.push(players[i]); } } if (event.ai_targets.length) { for (var i = 0; i < event.ai_targets.length; i++) { if (players.includes(event.ai_targets[i])) { var target = event.ai_targets[i]; var cards = target.getCards("h"); cards = cards.sort((a, b) => { return get.value(b) - get.value(a); }); var beginInd = 1; var endInd = 2; var eff = get.effect(player, { name: "juedou" }, target, target), eff2 = get.effect(target, { name: "juedou" }, player, target); var att = get.attitude(player, target); if (att > 0 || eff2 > 0) { if (cards.length <= 2) { cards = 2 - cards.length; } else { beginInd = 2; endInd = 2; } } else { if (get.value(cards, target) <= 5 && !target.isZhu) { if (eff > 0 && Math.random() < 0.65) { beginInd = 0; endInd = 1; } } } if (typeof cards != "number") { cards = cards.slice([beginInd, endInd].randomGet(), cards.length); } sendback(cards, target); event.ai_targets.splice(i--, 1); } } if (event.ai_targets.length) { event.ai_targets.randomSort(); setTimeout(function () { event.interval = setInterval( function () { var target = event.ai_targets.shift(); var cards = target.getCards("h"); cards = cards.sort((a, b) => { return get.value(b) - get.value(a); }); var beginInd = 1; var endInd = 2; var eff = get.effect(player, { name: "juedou" }, target, target), eff2 = get.effect(target, { name: "juedou" }, player, target); var att = get.attitude(player, target); if (att > 0 || eff2 > 0) { if (cards.length <= 2) { cards = 2 - cards.length; } else { beginInd = 2; endInd = 2; } } else { if (get.value(cards, target) <= 5 && !target.isZhu) { if (eff > 0 && Math.random() < 0.65) { beginInd = 0; endInd = 1; } } } if (typeof cards != "number") { cards = cards.slice([beginInd, endInd].randomGet(), cards.length); } sendback(cards, target); if (!event.ai_targets.length) { clearInterval(event.interval); if (event.withai) game.resume(); } }, _status.connectMode ? 750 : 75 ); }, 500); } } "step 1"; if (event.withme) { if (_status.connectMode) game.me.unwait(result, game.me); else { if (!result && typeof result !== "number") { result = game.me.getCards("h"); if (!result.length) result = 0; } event.results.push([game.me, result]); } } "step 2"; if (event.withol && !event.resultOL) { game.pause(); } "step 3"; if (event.ai_targets.length > 0) { event.withai = true; game.pause(); } "step 4"; if (_status.connectMode) { for (var i of [player, target]) i.hideTimer(); } var lose_list = []; var draw_list = []; event.results.sort((a, b) => lib.sort.seat(a[0], b[0])); for (var res of event.results) { var target = res[0], cardsx = res[1]; if (!target || !cardsx) continue; if (typeof cardsx === "number") draw_list.push([target, cardsx]); else if (cardsx.length) lose_list.push([target, cardsx]); } if (lose_list.length) { game.loseAsync({ lose_list: lose_list, }).setContent("discardMultiple"); } if (draw_list.length) { for (var list of draw_list) { var target = list[0], num = list[1]; target.draw(num, "nodelay"); } } "step 5"; game.delay(); var num1 = player.countCards("h"), num2 = target.countCards("h"); if (num1 == num2) { event.finish(); return; } var players = [player, target]; if (num2 < num1) players.reverse(); var card = { name: "juedou", isCard: true, }; if (players[0].canUse(card, players[1])) players[0].useCard(card, players[1]); }, contentx: function () { "step 0"; var player = game.me; event.player = player; var num = player.countCards("h"); if (num >= 2) { var cards = player.getCards("h", card => { return lib.filter.cardDiscardable(card, player, "olzhenying"); }); if (cards.length < num - 2) event._result = { cards: cards }; else player.chooseCard("镇荧:请将手牌弃置至至多两张", [num - 2, num], true, (card, player, target) => { return lib.filter.cardDiscardable(card, player, "olzhenying"); }); event.goto(2); } else { var choices = ["零", "一", "二"]; player .chooseControl(choices) .set("prompt", "镇荧:请选择要将手牌调整至的张数") .set("ai", () => { return [0, 1, 2].randomGet(); }); } "step 1"; var num = result.index; var len = player.countCards("h"); if (len > num) { var cards = player.getCards("h", card => { return lib.filter.cardDiscardable(card, player, "olzhenying"); }); if (num == 0 || cards.length < len - num) { event._result = { cards: cards }; } else player.chooseCard("镇荧:请将手牌弃置至" + get.cnNumber(num) + "张", len - num, true, (card, player, target) => { return lib.filter.cardDiscardable(card, player, "olzhenying"); }); } else event._result = { cards: num - len }; "step 2"; if (result && result.cards) { var cards = result.cards; } event.result = cards; }, ai: { order: function (item, player) { if ( game.hasPlayer(current => { return current.countCards("h") < player.countCards("h"); }) ) return 3; return 7; }, result: { player: function (player, target) { var delt = 2 - player.countCards("h"); return Math.sqrt(Math.abs(delt)) * Math.sign(delt) + 0.1; }, target: function (player, target) { if (get.attitude(player, target) > 0 && target.countCards("h") + player.countCards("h") <= 3) return 1; return get.sgn(get.effect(target, { name: "juedou" }, player, target)) * 1.2; }, }, }, }, //OL孟达 olgoude: { audio: 2, trigger: { global: "phaseEnd", }, filter: function (event, player) { var list = []; game.countPlayer(current => { if (current.group != player.group) return false; var listx = lib.skill.olgoude.getActed(current); list.addArray(listx); }); return list.length && list.length < 4; }, getActed: function (target) { var list = []; if ( target.hasHistory("gain", evt => { return evt.getParent().name == "draw" && evt.cards.length == 1; }) ) { list.push(1); } if ( game.hasPlayer2(current => { return current.hasHistory("lose", evt => { if (evt.type != "discard") return false; if ((evt.discarder || evt.getParent(2).player) != target) return false; var evtx = evt.getl(current); if (!evtx || evtx.hs.length != 1) return false; return true; }); }) ) { list.push(2); } if ( target.hasHistory("useCard", evt => { if (evt.card.name == "sha" && evt.cards && !evt.cards.length) return true; return false; }) ) { list.push(3); } if ( target.hasHistory("custom", evt => { return evt.name == "changeGroup"; }) ) { list.push(4); } return list; }, direct: true, content: function () { "step 0"; var list = [1, 2, 3, 4]; game.countPlayer(current => { if (current.group != player.group) return false; var listx = lib.skill.olgoude.getActed(current); list.removeArray(listx); }); var list2 = list.slice(); var nochai = false, nosha = false; if ( !game.hasPlayer(current => { return current.countDiscardableCards(player, "h"); }) ) { nochai = true; list2.remove(2); } if ( !game.hasPlayer(current => { return player.canUse({ name: "sha", isCard: true }, current, true, false); }) ) { nosha = true; list2.remove(3); } var choices = list2.map(i => { return "选项" + get.cnNumber(i, true); }); var choiceList = ["摸一张牌", "弃置一名角色的一张手牌", "视为使用一张【杀】", "将势力改为任意一个势力"].map((text, ind) => { var hint = ""; if (list2.includes(ind + 1)) { return text; } else if (!list.includes(ind + 1)) { hint += "已被执行过且"; } if (ind == 1 && nochai && !list2.includes(ind + 1)) hint += "无有手牌角色且"; if (ind == 2 && nosha && !list2.includes(ind + 1)) hint += "无可选目标且"; hint = hint.slice(0, -1); return '' + text + "(" + hint + ")"; }); choices.push("cancel2"); if (_status.connectMode) game.broadcastAll(function () { _status.noclearcountdown = true; }); player .chooseControl(choices) .set("choiceList", choiceList) .set("prompt", get.prompt("olgoude")) .set("ai", () => { return _status.event.choice; }) .set( "choice", (function () { var fn = function (control) { switch (control) { case "选项一": return player.getUseValue({ name: "draw" }); case "选项二": return Math.max.apply( Math, game.filterPlayer().map(current => { if (current.hasSkillTag("noh")) return -1; return -1.5 * get.attitude(player, current) - Math.max(0, current.countCards("h") - 2) / 3; }) ); case "选项三": return player.getUseValue({ name: "sha" }); case "选项四": var myPopulation = game.countPlayer(current => { return current.group == player.group; }) - 1; var value = Math.max.apply( Math, lib.group.map(group => { return ( game.countPlayer(current => { return current.group == group && current != player; }) - myPopulation ); }) ); return 10 * value + 0.1 * (Math.random() - 0.5); case "cancel2": return 0; } }; var choicesx = choices.map(choice => { return [choice, fn(choice)]; }); choicesx = choicesx.sort((a, b) => { return b[1] - a[1]; }); var choice = choicesx[0]; if (choice[1] < 0) return "cancel2"; return choice[0]; })() ); "step 1"; if (result.control == "cancel2") { event.finish(); return; } var contents = { 选项一: function () { player.logSkill("olgoude"); player.draw(); }, 选项二: function () { "step 0"; player .chooseTarget("苟得:弃置一名角色的一张手牌", true, (card, player, target) => { return target.countDiscardableCards(player, "h"); }) .set("ai", target => { if (target.hasSkillTag("noh")) return 0; return -get.attitude(_status.event.player, target); }); "step 1"; if (result.bool) { var target = result.targets[0]; if (_status.connectMode) { game.broadcastAll(function () { delete _status.noclearcountdown; game.stopCountChoose(); }); } player.logSkill("olgoude", target); player.discardPlayerCard(target, true, "h"); } }, 选项三: function () { player.chooseUseTarget("sha", true, false).set("logSkill", "olgoude").set("prompt", "苟得:选择【杀】的目标"); }, 选项四: function () { "step 0"; var list = lib.group.slice(); var maxGroup = list.slice().sort((a, b) => { return ( game.countPlayer(current => { return current.group == b && current != player; }) - game.countPlayer(current => { return current.group == a && current != player; }) ); })[0]; player .chooseControl(list) .set("prompt", "苟得:请选择要变更为的势力") .set("ai", () => { return _status.event.choice; }) .set("choice", maxGroup); "step 1"; if (_status.connectMode) { game.broadcastAll(function () { delete _status.noclearcountdown; game.stopCountChoose(); }); } var group = result.control; player.logSkill("olgoude"); player.changeGroup(group); player.popup(group + "2", get.groupnature(group, "raw")); }, }; var next = game.createEvent("olgoude_" + result.control); next.player = player; next.setContent(contents[result.control]); }, ai: { threaten: 3, effect: { player_use(card, player, target) { if ( typeof card == "object" && card.cards && card.cards.some(card => { return get.position(card) == "h"; }) && !get.tag(card, "draw") && !get.tag(card, "gain") && !get.tag(card, "discard") && player == _status.currentPhase && player.needsToDiscard() == 1 && game.countPlayer(current => { return current.group == player.group && current != player; }) <= 1 && lib.group.some(group => { return ( game.countPlayer(current => { return current.group == group && current != player; }) > 2 ); }) ) return "zeroplayertarget"; }, }, }, }, //OL新改王朗 oljici: { audio: "jici", trigger: { player: "compare", target: "compare", }, filter: function (event, player) { if (event.player == player) { if (event.iwhile) return false; return event.num1 <= player.countMark("gushe"); } return event.num2 <= player.countMark("gushe"); }, content: function () { var num = player.countMark("gushe"); if (player == trigger.player) { trigger.num1 += num; if (trigger.num1 > 13) trigger.num1 = 13; } else { trigger.num2 += num; if (trigger.num2 > 13) trigger.num2 = 13; } game.log(player, "的拼点牌点数+" + num); var stat = player.getStat().skill; delete stat.gushe; }, ai: { combo: "gushe", }, }, //OL刘老板 olpianan: { audio: 2, trigger: { player: ["enterGame", "phaseDiscardEnd"], global: "phaseBefore", }, forced: true, filter: function (event, player) { return event.name != "phase" || game.phaseNumber == 0; }, content: function () { "step 0"; var hs = player.getCards("h", card => { return get.name(card) != "shan" && lib.filter.cardDiscardable(card, player, "olpianan"); }); if (hs.length) player.discard(hs); "step 1"; var num = player.hp - player.countCards("h"); if (num > 0) { var cards = []; for (var i = 0; i < ui.cardPile.childNodes.length; i++) { var card = ui.cardPile.childNodes[i]; if (card.name == "shan") { cards.add(card); num--; } if (num == 0) break; } if (num > 0) { for (var i = 0; i < ui.discardPile.childNodes.length; i++) { var card = ui.discardPile.childNodes[i]; if (card.name == "shan") { cards.add(card); num--; } if (num == 0) break; } } if (cards.length) player.gain(cards, "gain2"); } }, mod: { aiValue: function (player, card, num) { if (card.name != "shan") return; if (player == _status.currentPhase) return 0; }, aiUseful: function () { return lib.skill.olpianan.mod.aiValue.apply(this, arguments); }, }, }, olyinji: { audio: 2, trigger: { player: "phaseJieshuBegin" }, forced: true, filter: function (event, player) { return !player.isMaxHp(true); }, content: function () { "step 0"; player .chooseControl("体力", "体力上限") .set("prompt", "殷积:回复1点体力或加1点体力上限") .set("ai", () => { var player = _status.event.player; if (!player.isDamaged() || (player.hp > 3 && player.getDamagedHp() == 1) || player.maxHp < 3) return 1; return 0; }); "step 1"; player[result.index == 0 ? "recover" : "gainMaxHp"](); }, }, olkuisi: { audio: 2, trigger: { player: "phaseDrawBefore" }, forced: true, content: function () { "step 0"; trigger.cancel(); var cards = game.cardsGotoOrdering(get.cards(4)).cards; event.cards = cards.slice(); "step 1"; player .chooseButton(["窥伺:是否使用其中的一张牌?", cards]) .set("filterButton", button => { return _status.event.player.hasUseTarget(button.link); }) .set("ai", button => { var player = _status.event.player, card = button.link, cards = _status.event.getParent().cards; var val = player.getUseValue(card) + 0.01; if ((val > 0 && cards.length > 1) || (val > 4 && cards.length == 1 && (player.maxHp > 3 || player.isDamaged()))) return get.order(card) + val / 5; return 0; }); "step 2"; if (result.bool) { var card = result.links[0]; event.cards.remove(card); player.$gain2(card, false); game.delayx(); player.chooseUseTarget(true, card, false); } else event.goto(4); "step 3"; if (cards.some(i => get.position(i, true) == "o" && player.hasUseTarget(i))) event.goto(1); "step 4"; if (cards.length != 1 && cards.length != 2) { player.loseMaxHp(); } }, }, //卢氏 olzhuyan: { audio: 2, trigger: { player: "phaseDiscardEnd" }, init: function (player) { player.addSkill("olzhuyan_record"); }, onremove: ["olzhuyan_true", "olzhuyan_false"], direct: true, filter: function (event, player) { for (var bool of [true, false]) { var targeted = player.getStorage("olzhuyan_" + bool); if ( game.hasPlayer(current => { return !targeted.includes(current) && lib.skill.olzhuyan.getNum(current, bool); }) ) return true; } return false; }, getNum: function (player, status) { if (!_status.olzhuyan || !_status.olzhuyan[player.playerid]) return 0; var num = _status.olzhuyan[player.playerid][status ? 1 : 0]; if (status) { num -= player.countCards("h"); if (num + player.countCards("h") > 5) num = 5 - player.countCards("h"); } else { num -= player.hp; if (num + player.hp < 1) num = 1 - player.hp; } return num; }, content: function () { "step 0"; var map = {}; for (var bool of [true, false]) { var targeted = player.getStorage("olzhuyan_" + bool); game.countPlayer(current => { if (targeted.includes(current)) return false; if (!map[current.playerid]) map[current.playerid] = []; map[current.playerid][bool ? 1 : 0] = lib.skill.olzhuyan.getNum(current, bool); }); } event.map = map; player .chooseTarget(get.prompt("olzhuyan"), "令一名角色将{体力值/手牌数}调整至与其上个准备阶段相同(“--”表示已对其发动过该分支)", (card, player, target) => { var list = _status.event.map[target.playerid]; return list && (list[0] || list[1]); }) .set("map", map) .set("targetprompt", target => { var list = _status.event.map[target.playerid]; var str = ""; for (var i = 0; i < 2; i++) { if (list[i] === undefined) str += "--"; else { str += (list[i] > 0 ? "+" : "") + list[i]; } str += "/"; } return str.slice(0, -1); }) .set("ai", target => { var list = _status.event.map[target.playerid]; var att = get.attitude(_status.event.player, target); var v1 = list[0], v2 = get.sgn(list[1]) * Math.sqrt(Math.abs(list[1])); return Math[att > 0 ? "max" : "min"](v1, v2) * att; }); "step 1"; if (result.bool) { var target = result.targets[0]; player.logSkill("olzhuyan", target); event.target = target; var list = event.map[target.playerid]; var choices = ["体力值", "手牌数"]; if (list[0] && list[1]) { player .chooseControl(choices) .set("choiceList", ["令" + get.translation(target) + (list[0] > 0 ? "回复" : "失去") + Math.abs(list[0]) + "点体力" + (list[0] < 0 ? "(至多失去至1)" : ""), "令" + get.translation(target) + (list[1] > 0 ? "摸" : "弃置") + get.cnNumber(Math.abs(list[1])) + "张" + (list[1] > 0 ? "" : "手") + "牌" + (list[1] > 0 ? "(至多摸至5)" : "")]) .set("prompt", "驻颜:请选择一项") .set("ai", () => _status.event.choice) .set( "choice", (function () { var v1 = list[0], v2 = get.sgn(list[1]) * Math.sqrt(Math.abs(list[1])); if (get.attitude(player, target) > 0) { return v1 > v2 ? 0 : 1; } return v1 > v2 ? 1 : 0; })() ); } else { event._result = { index: list[0] ? 0 : 1 }; } } else event.finish(); "step 2"; var ind = result.index; player.markAuto("olzhuyan_" + Boolean(ind), [target]); var num = event.map[target.playerid][ind]; if (ind == 0) { if (num > 0) { target.recover(num); } else { num = Math.min(target.hp - 1, -num); target.loseHp(num); } } else { if (num > 0) { num = Math.min(5 - target.countCards("h"), num); if (num > 0) target.draw(num); } else { num = -num; target.chooseToDiscard(num, true).set("prompt", "驻颜:请弃置" + get.cnNumber(Math.abs(num)) + "张手牌"); } } }, subSkill: { record: { trigger: { global: ["phaseJieshuAfter", "phaseBefore", "enterGame"], }, lastDo: true, charlotte: true, forced: true, popup: false, forceDie: true, filter: function (event, player) { return event.name != "phase" || game.phaseNumber == 0; }, content: function () { if (!_status.olzhuyan) _status.olzhuyan = {}; if (event.triggername == "phaseBefore") { game.countPlayer(current => { _status.olzhuyan[current.playerid] = [current.hp, current.countCards("h")]; }); } else { _status.olzhuyan[trigger.player.playerid] = [trigger.player.hp, trigger.player.countCards("h")]; } }, }, }, }, olleijie: { audio: 2, trigger: { player: "phaseZhunbeiBegin" }, direct: true, content: function () { "step 0"; player .chooseTarget(get.prompt("olleijie"), "令一名角色判定。若结果为♠2~9,其受到2点雷电伤害,否则其摸两张牌。") .set("ai", target => { var player = _status.event.player, sgn = _status.event.sgn; if (sgn > 0) { return get.damageEffect(target, target, player, "thunder"); } else if (sgn == 0) { return get.attitude(player, target); } return 0; }) .set( "sgn", (function () { var sgn = 0; game.countPlayer(current => { if (!current.hasSkillTag("rejudge")) return; sgn = get.sgnAttitude(player, current); }); return sgn; })() ); "step 1"; if (result.bool) { var target = result.targets[0]; event.target = target; player.logSkill("olleijie", target); target .judge(card => { var number = get.number(card); if (get.suit(card) == "spade" && number >= 2 && number <= 9) return -4; return 2; }) .set("judge2", result => { return result.bool === false ? true : false; }); } else event.finish(); "step 2"; if (result.bool) { target.draw(2); } else { target.damage(2, "thunder"); } }, }, releijie: { audio: "olleijie", enable: "phaseUse", filterTarget: true, usable: 1, async content(event, trigger, player) { const target = event.target, result = await target .judge(card => { var number = get.number(card); if (get.suit(card) == "spade" && number >= 2 && number <= 9) return -4; return 2; }) .set("judge2", result => { return result.bool === false ? true : false; }) .forResult(); if (result.bool) await target.draw(2); else { const card = new lib.element.VCard({ name: "sha", nature: "thunder" }); if (player.canUse(card, target, false)) { for (let i = 1; i <= 2; i++) { await player.useCard(card, target, false); } } } }, ai: { order: 1, result: { target(player, target) { let sgn = 0, eff = 0, num = get.attitude(player, target); const card = new lib.element.VCard({ name: "sha", nature: "thunder" }); game.countPlayer(current => { if (!current.hasSkillTag("rejudge")) return; sgn = get.sgnAttitude(player, current); }); if (sgn > 0 && player.canUse(card, target, false)) { eff += get.effect(target, card, player, player) * 2; return eff * get.sgn(num); } else if (sgn == 0) return num * get.sgn(num); return 0; }, }, }, }, //张世平 olhongji: { audio: 2, trigger: { global: "phaseZhunbeiBegin" }, filter: function (event, player) { if (event.player.isMinHandcard() && !player.hasSkill("olhongji_min")) return true; if (event.player.isMaxHandcard() && !player.hasSkill("olhongji_max")) return true; return false; }, direct: true, content: function () { "step 0"; var target = trigger.player; event.target = target; var bool1 = target.isMinHandcard() && !player.hasSkill("olhongji_min"), str1 = "其手牌数为全场最少。你可以令其于本回合摸牌阶段结束后执行一个额外的摸牌阶段,然后本轮你不能再发动该分支。"; var bool2 = target.isMaxHandcard() && !player.hasSkill("olhongji_max"), str2 = "其手牌数为全场最多。你可以令其于本回合出牌阶段结束后执行一个额外的出牌阶段,然后本轮你不能再发动该分支。"; if (bool1 && !bool2) { event.branch = 0; player .chooseBool(get.prompt("olhongji", target), str1) .set("ai", () => { return _status.event.bool; }) .set("bool", get.attitude(player, trigger.player) > 1); } else if (!bool1 && bool2) { event.branch = 1; player .chooseBool(get.prompt("olhongji", target), str2) .set("ai", () => { return _status.event.bool; }) .set("bool", get.attitude(player, trigger.player) > 1); } else if (bool1 && bool2) { player .chooseControl("摸牌阶段", "出牌阶段", "cancel2") .set("prompt", get.prompt("olhongji", target)) .set("choiceList", [str1.slice(13), str2.slice(13)]) .set("ai", () => _status.event.bool) .set("bool", () => (get.attitude(player, trigger.player) > 1 ? [0, 1].randomGet() : "cancel2")); } "step 1"; var choice = -1; if ((event.branch == 0 && result.bool) || result.control == "摸牌阶段") choice = 0; if ((event.branch == 1 && result.bool) || result.control == "出牌阶段") choice = 1; if (choice == 0) { player.logSkill("olhongji", target); player.addTempSkill("olhongji_min", "roundStart"); target.addTempSkill("olhongji_draw"); } else if (choice == 1) { player.logSkill("olhongji", target); player.addTempSkill("olhongji_max", "roundStart"); target.addTempSkill("olhongji_use"); } }, ai: { expose: 0.25 }, subSkill: { min: { charlotte: true }, max: { charlotte: true }, draw: { trigger: { player: "phaseDrawAfter" }, charlotte: true, forced: true, popup: false, content: function () { var next = trigger.player.phaseDraw(); event.next.remove(next); trigger.getParent("phase").next.push(next); player.removeSkill("olhongji_draw"); }, }, use: { trigger: { player: "phaseUseAfter" }, charlotte: true, forced: true, popup: false, content: function () { var next = trigger.player.phaseUse(); event.next.remove(next); trigger.getParent("phase").next.push(next); player.removeSkill("olhongji_use"); }, }, }, }, olxinggu: { audio: 2, trigger: { global: "phaseBefore", player: "enterGame" }, forced: true, locked: false, filter: function (event, player) { return event.name != "phase" || game.phaseNumber == 0; }, onremove: function (player, skill) { var cards = player.getExpansions(skill); if (cards.length) player.loseToDiscardpile(cards); }, group: "olxinggu_trade", content: function () { "step 0"; var cards = []; for (var i = 0; i < 3; i++) { var card = get.cardPile2(function (card) { if (cards.includes(card)) return false; var type = get.subtype(card); return type == "equip3" || type == "equip4" || type == "equip6"; }); if (card) cards.add(card); else break; } if (cards.length) player.addToExpansion(cards, "draw").gaintag.add("olxinggu"); }, marktext: "贾", intro: { markcount: "expansion", mark: function (dialog, content, player) { var content = player.getExpansions("olxinggu"); if (content && content.length) { if (player == game.me || player.isUnderControl()) { dialog.addAuto(content); } else { return "剩余" + get.cnNumber(content.length) + "匹马"; } } }, }, subSkill: { trade: { audio: "olxinggu", trigger: { player: "phaseJieshuBegin" }, filter: function (event, player) { return player.getExpansions("olxinggu").length; }, direct: true, content: function () { "step 0"; var cards = player.getExpansions("olxinggu"); if (_status.connectMode) game.broadcastAll(function () { _status.noclearcountdown = true; }); player .chooseButton([get.prompt("olxinggu"), cards]) .set("ai", button => { if (_status.event.toChoose == button.link) return 1; return 0; }) .set( "toChoose", !event.aiCancel && cards.find(card => { return game.hasPlayer(current => { if (!lib.skill.zhijian.filterTarget(card, player, current)) return false; return get.effect(current, card, player, player) > 0; }); }) ); "step 1"; if (result.bool) { var card = result.links[0]; event.card = card; player .chooseTarget("将" + get.translation(card) + "置入一名其他角色的装备区", lib.skill.zhijian.filterTarget) .set("ai", target => { var player = _status.event.player; return get.effect(target, _status.event.card, player, player); }) .set("card", card); } else { if (_status.connectMode) { game.broadcastAll(function () { delete _status.noclearcountdown; game.stopCountChoose(); }); } event.finish(); } "step 2"; if (result.bool) { var target = result.targets[0]; event.target = target; if (_status.connectMode) { game.broadcastAll(function () { delete _status.noclearcountdown; game.stopCountChoose(); }); } player.logSkill("olxinggu", target); player.$give(card, target, false); } else { if (!event.isMine() && !event.isOnline()) event.aiCancel = true; event.goto(0); } "step 3"; target.equip(card); "step 4"; var card = get.cardPile2(cardx => { return get.suit(cardx) == "diamond"; }); if (card) player.gain(card, "gain2"); else { game.log("但是牌堆中并没有♦牌了!"); player.chat("做了个亏本买卖…"); } }, }, }, }, //孙弘 olxianbi: { audio: 2, enable: "phaseUse", usable: 1, filterTarget: function (card, player, target) { return !player.getStorage("olzenrun").includes(target) && target.countCards("e") != player.countCards("h"); }, content: function () { "step 0"; var del = target.countCards("e") - player.countCards("h"); if (del == 0) event.finish(); else if (del > 0) { player.draw(Math.min(5, del)); } else { player.chooseToDiscard("险诐:弃置" + get.cnNumber(-del) + "张手牌", -del, "h", true); player.addTempSkill("olxianbi_gain"); } }, ai: { order: 5, result: { player: function (player, target) { return player.countCards("h", card => { return get.value(card) > 6; }) >= target.countCards("e") ? 0 : 1; }, }, }, subSkill: { gain: { trigger: { player: "loseAfter", }, filter: function (event, player) { return event.getParent(3).name == "olxianbi"; }, forced: true, charlotte: true, popup: false, content: function () { var cards = [], cards2 = trigger.cards; for (var cardx of cards2) { var type = get.type2(cardx, player); var card = get.discardPile(function (card) { return get.type(card, false) == type && !cards2.includes(card) && !cards.includes(card); }); if (card) cards.push(card); } if (cards.length) player.gain(cards, "gain2"); }, }, }, }, olzenrun: { audio: 2, trigger: { player: "drawBefore" }, filter: function (event, player) { return ( !player.hasSkill("olzenrun_used") && game.hasPlayer(current => { return ( !player.getStorage("olzenrun").includes(current) && current != player && current.hasCard(function (card) { return lib.filter.canBeGained(card, player, current); }, "he") ); }) ); }, direct: true, check: function (event, player) { return true; }, content: function () { "step 0"; var num = trigger.num; player .chooseTarget(get.prompt("olzenrun"), "改为获得一名其他角色" + get.cnNumber(num) + "张牌", (card, player, target) => { return ( !player.getStorage("olzenrun").includes(target) && target != player && target.hasCard(function (card) { return lib.filter.canBeGained(card, player, target); }, "he") ); }) .set("ai", target => { return get.attitude(_status.event.player, target) / 5 + Math.random() + 2.5; }); "step 1"; if (result.bool) { var target = result.targets[0]; event.target = target; player.logSkill("olzenrun", target); player.addTempSkill("olzenrun_used", ["phaseZhunbeiAfter", "phaseJudgeAfter", "phaseDrawAfter", "phaseUseAfter", "phaseDiscardAfter", "phaseJieshuAfter"]); trigger.cancel(); player.gainPlayerCard(target, trigger.num, "he", true); } "step 2"; if (result.bool) { var cards = result.cards; var num = cards.length; event.num = num; target .chooseControl() .set("choiceList", ["摸" + get.cnNumber(num) + "张牌", "令其不能再对你发动〖险诐〗和〖谮润〗"]) .set("prompt", get.translation(player) + "对你发动了【谮润】,请选择一项") .set("ai", () => { if (_status.event.bool) return 0; return 1; }) .set("bool", get.attitude(target, player) > 0 || (num == 1 && Math.random() < 0.5) || num >= 2); } else event.finish(); "step 3"; game.log(target, "选择了", "#y" + result.control); if (result.index == 0) { target.draw(num); } else { player.markAuto("olzenrun", [target]); } }, subSkill: { used: { charlotte: true, }, }, }, //罗宪 oldaili: { audio: 2, trigger: { global: "phaseEnd" }, filter: function (event, player) { return ( player.countCards("h", card => { return card.hasGaintag("oldaili_tag"); }) % 2 == 0 ); }, group: "oldaili_record", locked: false, check: function (event, player) { if (get.distance(event.player, player, "absolute") == 1 && !player.isTurnedOver()) return false; return true; }, content: function () { player.turnOver(); player.draw(3, "visible").gaintag = ["oldaili_tag"]; }, mod: { aiValue: function (player, card, num) { if (num < 0 || get.itemtype(card) != "card" || !card.hasGaintag("oldaili_tag")) return; if (get.distance(_status.currentPhase, player, "absolute") == 1 && !player.isTurnedOver()) return; let dai = player.countCards("h", card => { return card.hasGaintag("oldaili_tag"); }); if (ui.selected.cards && ui.selected.cards.length) dai += ui.selected.cards.filter(card => { return card.hasGaintag("oldaili_tag"); }).length; if (dai % 2) return Math.sqrt(num); return num + 6; }, aiUseful: function () { return lib.skill.oldaili.mod.aiValue.apply(this, arguments); }, }, mark: true, marktext: "砺", intro: { markcount: function (storage, player) { return player.countCards("h", card => card.hasGaintag("oldaili_tag")); }, mark: function (dialog, content, player) { var cards = player.getCards("h", card => card.hasGaintag("oldaili_tag")); if (cards.length) { dialog.addAuto(cards); } else return "无展示牌"; }, }, subSkill: { record: { trigger: { global: "showCardsEnd" }, forced: true, charlotte: true, popup: false, firstDo: true, filter: function (event, player) { return event.cards.some(i => get.owner(i) == player); }, content: function () { game.broadcastAll( function (cards) { cards.forEach(card => card.addGaintag("oldaili_tag")); }, trigger.cards.filter(i => get.owner(i) == player) ); player.markSkill("oldaili"); }, }, }, }, //胡班 olhuiyun: { audio: 2, enable: "phaseUse", viewAs: { name: "huogong", storage: { olhuiyun: true }, }, filterCard: true, position: "hes", onuse: function (links, player) { player.addTempSkill("olhuiyun_after"); player.addTempSkill("olhuiyun_record"); }, ai: { effect: { player: function (card, player, target) { if (get.attitude(player, target) > 0 && card && card.name == "huogong" && card.storage && card.storage.olhuiyun && !player.hasSkill("olhuiyun_3")) return [0, 0.5, 0, 0.5]; }, }, }, subSkill: { after: { audio: "olhuiyun", trigger: { global: "useCardAfter" }, charlotte: true, forced: true, direct: true, filter: function (event, player) { return event.card.name == "huogong" && event.card.storage && event.card.storage.olhuiyun && event.targets.some(i => i.isIn()); }, content: function () { "step 0"; var choices = []; var choiceList = ["使用展示牌,然后重铸所有手牌", "使用一张手牌,然后重铸展示牌", "摸一张牌"]; for (var i = 1; i <= 3; i++) { if (!player.hasSkill("olhuiyun_" + i)) choices.push("选项" + get.cnNumber(i, true)); else choiceList[i - 1] = '' + choiceList[i - 1] + ""; } if (!choices.length) event.finish(); else { player.logSkill("olhuiyun_after"); player .chooseControl(choices) .set("choiceList", choiceList) .set("prompt", "晖云:选择一项,令" + get.translation(trigger.targets) + "可以选择执行") .set("ai", () => { return _status.event.choice; }) .set( "choice", (function () { if (choices.length == 1) return choices[0]; var choicesx = choices.slice(); if (get.attitude(player, trigger.targets[0]) > 0 && choices.includes("选项三")) return "选项三"; choicesx.remove("选项三"); return choicesx.randomGet(); })() ); } "step 1"; if (result.control != "cancel2") { var index = ["选项一", "选项二", "选项三"].indexOf(result.control) + 1; event.index = index; game.log(player, "选择了", "#y" + result.control); player.addTempSkill("olhuiyun_" + index, "roundStart"); event.targets = trigger.targets.slice(0); } else event.finish(); "step 2"; var target = targets.shift(); event.target = target; if (target.isIn()) { var cards = target.getCards("h", card => card.hasGaintag("olhuiyun_tag")); if (event.index == 3) { target.chooseBool("是否摸一张牌?").set("ai", () => true); event.goto(5); } else if (event.index == 1 && cards.length) { target.chooseToUse({ filterCard: function (card) { if (get.itemtype(card) != "card" || !card.hasGaintag("olhuiyun_tag")) return false; return lib.filter.filterCard.apply(this, arguments); }, prompt: "是否使用一张展示牌,然后重铸所有手牌?", }); } else if (event.index == 2) { target.chooseToUse({ filterCard: function (card) { if (get.itemtype(card) != "card" || (get.position(card) != "h" && get.position(card) != "s")) return false; return lib.filter.filterCard.apply(this, arguments); }, prompt: "是否使用一张手牌,然后重铸展示牌?", }); event.goto(4); } else event.goto(6); } else event.goto(6); "step 3"; if (result.bool) { var hs = target.getCards("h", lib.filter.cardRecastable); if (hs.length) { target.recast(hs); } } event.goto(6); "step 4"; if (result.bool) { var hs = target.getCards("h", card => { if (!card.hasGaintag("olhuiyun_tag")) return false; return target.canRecast(card); }); if (hs.length) { target.recast(hs); } } event.goto(6); "step 5"; if (result.bool) { target.draw(); } "step 6"; if (targets.length) event.goto(2); }, }, record: { trigger: { global: "showCardsEnd" }, forced: true, charlotte: true, popup: false, firstDo: true, filter: function (event, player) { if (event.getParent().name != "huogong") return false; var card = event.getParent(2).card; if (card && card.storage && card.storage.olhuiyun) return true; return false; }, content: function () { game.broadcastAll(function (cards) { cards.forEach(card => card.addGaintag("olhuiyun_tag")); }, trigger.cards); }, }, 1: { charlotte: true }, 2: { charlotte: true }, 3: { charlotte: true }, }, }, //王瓘 olmiuyan: { audio: 2, enable: "chooseToUse", viewAsFilter: function (player) { return !player.hasSkill("olmiuyan_blocker") && player.hasCard(card => get.color(card) == "black", "hes"); }, viewAs: { name: "huogong" }, filterCard: { color: "black" }, position: "hes", check: function (card) { var player = _status.event.player, suits = lib.suit.slice(0); if ( player.countCards("h") > 4 && player.hasCard(function (card) { suits.remove(get.suit(card)); return suits.length == 0; }, "h") ) return 8 - get.value(card); return 4 - get.value(card); }, promptfunc: function () { if (_status.event.player.storage.olmiuyan) return "转换技。你可以将一张黑色牌当做【火攻】使用。若此牌未造成伤害,则你令此技能失效直到本轮结束。"; return "转换技。你可以将一张黑色牌当做【火攻】使用。若此牌造成了伤害,则你获得此阶段内所有被展示过的牌。"; }, precontent: function () { player.changeZhuanhuanji("olmiuyan"); var card = event.result.card; if (!card.storage) card.storage = {}; if (player.storage.olmiuyan) { card.storage.olmiuyan_gain = true; player.addTempSkill("olmiuyan_gain"); } else { card.storage.olmiuyan_remove = true; player.addTempSkill("olmiuyan_remove"); } }, init: function (player) { player.addSkill("olmiuyan_counter"); }, onremove: function (player) { player.removeSkill("olmiuyan_counter"); }, zhuanhuanji: true, mark: true, marktext: "☯", ai: { order: function (item, player) { if (player.storage.olmiuyan) return 1; return 8; }, }, intro: { content: function (storage) { if (storage) return "转换技。你可以将一张黑色牌当做【火攻】使用。然后若此牌未造成伤害,则你令此技能失效直到本轮结束。"; return "转换技。你可以将一张黑色牌当做【火攻】使用。然后若此牌造成了伤害,则你获得此阶段内所有被展示过的牌。"; }, }, subSkill: { counter: { trigger: { global: ["showCardsEnd", "phaseZhunbeiBefore", "phaseJudgeBefore", "phaseDrawBefore", "phaseUseBefore", "phaseDiscardBefore", "phaseJieshuBefore"], }, forced: true, charlotte: true, popup: false, firstDo: true, filter: function (event, player) { if (event.name == "showCards") return get.itemtype(event.cards) == "cards"; return true; }, content: function () { if (trigger.name == "showCards") { game.broadcastAll(function (cards) { cards.forEach(card => card.addGaintag("olmiuyan_tag")); }, trigger.cards); } else game.players.forEach(current => current.removeGaintag("olmiuyan_tag")); }, }, gain: { trigger: { player: "useCardAfter" }, forced: true, charlotte: true, filter: function (event, player) { return ( event.card.storage && event.card.storage.olmiuyan_gain && player.hasHistory("sourceDamage", function (evt) { return evt.card == event.card; }) && game.hasPlayer(function (current) { return current != player && current.hasCard(card => card.hasGaintag("olmiuyan_tag")); }) ); }, logTarget: function (event, player) { return game.filterPlayer(function (current) { return current != player && current.hasCard(card => card.hasGaintag("olmiuyan_tag")); }); }, content: function () { var cards = [], players = game.filterPlayer(current => current != player).sortBySeat(); players.forEach(current => { var cardsx = current.getCards("h", function (card) { return card.hasGaintag("olmiuyan_tag"); }); if (cardsx.length) cards.addArray(cardsx); }); player.gain(cards, "give"); }, }, remove: { trigger: { player: "useCardAfter" }, forced: true, charlotte: true, filter: function (event, player) { return ( event.card.storage && event.card.storage.olmiuyan_remove && !player.hasHistory("sourceDamage", function (evt) { return evt.card == event.card; }) ); }, content: function () { player.addTempSkill("olmiuyan_blocker", "roundStart"); game.log(player, "的", "#g【谬焰】", "失效了"); }, }, blocker: { charlotte: true }, }, }, olshilu: { audio: 2, trigger: { player: "damageEnd" }, forced: true, filter: function (event, player) { return player.hp > 0; }, content: function () { "step 0"; player.draw(Math.min(5, player.hp)); "step 1"; var targets = game.filterPlayer(current => current != player && current.countCards("h") > 0 && player.inRange(current)); if (targets.length > 0) { if (targets.length == 1) event._result = { bool: true, targets: targets }; else player .chooseTarget(true, "请选择一名攻击范围内的角色", "然后你选择该角色的一张手牌,令此牌视为【杀】", function (card, player, target) { return target != player && target.countCards("h") > 0 && player.inRange(target); }) .set("ai", function (target) { return -get.attitude(_status.event.player, target); }); } else event.finish(); "step 2"; if (result.bool) { var target = result.targets[0]; event.target = target; player.line(target, "green"); player.choosePlayerCard(target, true, "h"); } "step 3"; if (result.bool) { target.addSkill("olshilu_viewas"); target.showCards(result.cards); target.addGaintag(result.cards, "olshilu"); } }, ai: { maixie: true, }, subSkill: { viewas: { mod: { cardname: function (card) { if (get.itemtype(card) == "card" && card.hasGaintag("olshilu")) return "sha"; }, }, charlotte: true, }, }, }, //张翼 oldianjun: { audio: 2, trigger: { player: "phaseEnd" }, forced: true, content: function () { "step 0"; player.damage("nosource"); "step 1"; trigger.phaseList.splice(trigger.num, 0, "phaseUse|oldianjun"); }, ai: { halfneg: true }, }, olkangrui: { audio: 2, init: () => { game.addGlobalSkill("olkangrui_ai"); }, onremove: () => { if (!game.hasPlayer(i => i.hasSkill("olkangrui"), true)) game.removeGlobalSkill("olkangrui_ai"); }, trigger: { global: "damageEnd" }, filter: function (event, player) { return event.player == _status.currentPhase && event.player.getHistory("damage").indexOf(event) == 0; }, direct: true, content: function () { "step 0"; player .chooseControl("cancel2") .set("choiceList", ["令" + get.translation(trigger.player) + "回复1点体力,且造成伤害时本回合手牌上限为0", "令" + get.translation(trigger.player) + "于本回合下次造成的伤害+1,且造成伤害时本回合手牌上限为0"]) .set("prompt", get.prompt("olkangrui", trigger.player)) .set("ai", () => { return _status.event.choice; }) .set( "choice", (function () { if (get.attitude(player, trigger.player) <= 0) return "cancel2"; if (!trigger.player.isDamaged()) return "选项二"; var list = []; if (trigger.player.hp + trigger.player.countCards("hs", "tao") <= 2) list.push("选项一"); if ( trigger.player.hasCard(card => { if (!get.tag(card, "damage")) return false; if ( game.hasPlayer(current => { return ( get.effect(current, card, trigger.player, player) > 0 && trigger.player.canUse(card, current) && !current.hasSkillTag("filterDamage", null, { player: trigger.player, card: card, }) ); }, "hs") ) { return true; } }) ) list.push("选项二"); if (list.length) return list.randomGet(); return "选项一"; })() ); "step 1"; if (result.control != "cancel2") { player.logSkill("olkangrui", trigger.player); player.draw(); if (result.index == 0) { trigger.player.recover(); trigger.player.addTempSkill("olkangrui_nil"); } else { trigger.player.addTempSkill("olkangrui_add"); trigger.player.addMark("olkangrui_add", 1, false); } } }, ai: { expose: 0.2, threaten: 1.5, }, subSkill: { add: { trigger: { source: "damageBegin1" }, charlotte: true, forced: true, onremove: ["olkangrui_add", "olkangrui_nil"], filter: function (event, player) { return player.hasMark("olkangrui_add"); }, content: function () { trigger.num += player.countMark("olkangrui_add"); player.removeMark("olkangrui_add", player.countMark("olkangrui_add"), false); player.storage.olkangrui_nil = true; game.log(player, "本回合手牌上限基数为", "#g0"); }, mod: { maxHandcardBase: function (player, num) { if (player.storage.olkangrui_nil) return 0; }, }, }, nil: { trigger: { source: "damageBegin1" }, charlotte: true, forced: true, onremove: true, filter: function (event, player) { return !player.storage.olkangrui_nil; }, content: function () { player.storage.olkangrui_nil = true; game.log(player, "本回合手牌上限基数为", "#g0"); }, mod: { maxHandcardBase: function (player, num) { if (player.storage.olkangrui_nil) return 0; }, }, }, ai: { trigger: { player: "dieAfter" }, filter: () => { return !game.hasPlayer(i => i.hasSkill("olkangrui"), true); }, silent: true, forceDie: true, content: () => { game.removeGlobalSkill("olkangrui_ai"); }, ai: { effect: { target: function (card, player, target) { if (target != player || !get.tag(card, "damage")) return; var list = game.filterPlayer(current => current.hasSkill("olkangrui") && get.attitude(current, player) > 0); var history = player.getHistory("damage"); if (!list.length || history.length != 0) return; return [1, 2]; }, }, }, }, }, }, //朱儁 olcuipo: { audio: 2, trigger: { player: "useCard" }, forced: true, filter: function (event, player) { return get.cardNameLength(event.card) == player.getHistory("useCard").indexOf(event) + 1; }, content: function () { var card = trigger.card; if (card.name == "sha" || (get.type(card) == "trick" && get.tag(card, "damage") > 0)) trigger.baseDamage++; else player.draw(); }, /* trigger:{source:'damageBegin1'}, forced:true, filter:function(event,player){ var card=event.card; if(player!=_status.currentPhase||!card||event.getParent().type!='card') return false; return get.cardNameLength(card)==player.getHistory('useCard').indexOf(event.getParent(2))+1; }, content:function(){ trigger.num++; },*/ mod: { aiOrder: function (player, card, num) { if (typeof card == "object" && get.cardNameLength(card) == player.getHistory("useCard").length + 1) return num + 10; }, }, }, //马休马铁 rekenshang: { audio: "olkenshang", enable: "chooseToUse", filterCard: true, selectCard: [2, Infinity], viewAsFilter: function (player) { return player.countCards("hes") > 1; }, check: function (card) { var player = _status.event.player; if ( game.countPlayer(function (current) { return current != player && player.canUse("sha", current) && get.effect(current, { name: "sha" }, player, player) > 0; }) <= ui.selected.cards.length ) return 0; if (_status.event.player.countCards("hes") >= 3) return 8 - ui.selected.cards.length - get.value(card); return 6 - ui.selected.cards.length - get.value(card); }, position: "hes", viewAs: { name: "sha", storage: { olkenshang: true }, }, onuse: function (links, player) { player.addTempSkill("rekenshang_effect"); }, ai: { order: function (item, player) { if (player.countCards("hes") >= 3) return 6; return 4; }, result: { target: function (player, target, card, isLink) { let eff = -1.5, odds = 1.35, num = 1; if (isLink) { let cache = _status.event.getTempCache("sha_result", "eff"); if (typeof cache !== "object" || cache.card !== get.translation(card)) return eff; if (cache.odds < 1.35 && cache.bool) return 1.35 * cache.eff; return cache.odds * cache.eff; } if ( player.hasSkill("jiu") || player.hasSkillTag("damageBonus", true, { target: target, card: card, }) ) { if ( target.hasSkillTag("filterDamage", null, { player: player, card: card, jiu: true, }) ) eff = -0.5; else { num = 2; if (get.attitude(player, target) > 0) eff = -7; else eff = -4; } } if ( !player.hasSkillTag( "directHit_ai", true, { target: target, card: card, }, true ) ) odds -= 0.7 * target.mayHaveShan( player, "use", target.getCards("h", i => { return i.hasGaintag("sha_notshan"); }), "odds" ); _status.event.putTempCache("sha_result", "eff", { bool: target.hp > num && get.attitude(player, target) > 0, card: get.translation(card), eff: eff, odds: odds, }); return odds * eff; }, }, respondSha: true, skillTagFilter: player => player.countCards("hes") > 1, }, subSkill: { effect: { audio: "olkenshang", trigger: { player: "useCard2" }, charlotte: true, group: "rekenshang_after", direct: true, filter: function (event, player) { return ( event.card.storage && event.card.storage.olkenshang && game.countPlayer(function (current) { return current != player && lib.filter.targetEnabled2(event.card, player, current) && lib.filter.targetInRange(event.card, player, current); }) >= event.cards.length ); }, content: function () { "step 0"; player .chooseTarget(trigger.cards.length, "是否更改" + get.translation(trigger.card) + "的目标?", "选择" + get.cnNumber(trigger.cards.length) + "名角色作为" + get.translation(trigger.card) + "的目标,覆盖原先存在的目标", function (card, player, target) { var evt = _status.event.getTrigger(); return target != player && lib.filter.targetEnabled2(evt.card, player, target) && lib.filter.targetInRange(evt.card, player, target); }) .set("ai", function (target) { var evt = _status.event.getTrigger(); return get.effect(target, evt.card, evt.player, evt.player); }); "step 1"; if (result.bool) { if (player != event.player && !player.isOnline()) game.delayx(); } else event.finish(); "step 2"; var targets = result.targets; player.logSkill("rekenshang_effect", targets); trigger.targets.length = 0; trigger.targets.addArray(targets); game.log(targets, "成为了", trigger.card, "的新目标"); }, }, after: { audio: "olkenshang", trigger: { player: "useCardAfter" }, forced: true, charlotte: true, filter: function (event, player) { if (event.card.name != "sha" || !event.card.storage || !event.card.storage.olkenshang) return false; var num = 0; game.countPlayer2(current => { current.getHistory("damage", evt => { if (evt.card == event.card) num += evt.num; }); }); return num < event.cards.length; }, content: function () { player.draw(); }, }, }, }, olkenshang: { audio: 2, enable: "phaseUse", filterCard: true, selectCard: [1, Infinity], check: function (card) { return 5.5 - get.value(card); }, position: "hes", viewAs: { name: "sha", storage: { olkenshang: true }, }, onuse: function (links, player) { player.addTempSkill("olkenshang_effect"); }, ai: { order: 1, threaten: 1.1, effect: { player_use(card, player, target) { if (_status._olkenshang_aiChecking || ui.selected.targets.length) return; if (typeof card != "object" || !card.storage || !card.storage.olkenshang) return false; _status._olkenshang_aiChecking = true; var eff = 0; var targets = game.filterPlayer(current => current != player && player.canUse(card, current, false) && !player.inRange(current)); for (var target of targets) { eff += get.effect(target, card, player, player); } delete _status._olkenshang_aiChecking; if (eff > 0) return [0, eff / Math.max(0.01, get.attitude(player, player))]; }, }, }, subSkill: { effect: { audio: "olkenshang", trigger: { player: "useCard2" }, charlotte: true, logTarget: function (event, player) { return game.filterPlayer(current => current != player && player.canUse(event.card, current, false) && !player.inRange(current)); }, prompt2: "将此牌目标改为攻击范围外的所有其他角色", group: "olkenshang_after", check: function (event, player) { var eff1 = 0, eff2 = 0; for (var target of event.targets) { eff1 += get.effect(target, event.card, event.player, player); } var targets = game.filterPlayer(current => current != player && player.canUse(event.card, current, false) && !player.inRange(current)); for (var target of targets) { eff2 += get.effect(target, event.card, event.player, player); } return eff2 > eff1; }, filter: function (event, player) { return event.card.name == "sha" && event.card.storage && event.card.storage.olkenshang && event.targets.length && game.filterPlayer(current => current != player && player.canUse(event.card, current, false) && !player.inRange(current)).length; }, content: function () { "step 0"; trigger.targets.removeArray(trigger.targets); var targets = game.filterPlayer(current => current != player && player.canUse(trigger.card, current, false) && !player.inRange(current)); if (targets.length) trigger.targets.addArray(targets); }, }, after: { audio: "olkenshang", trigger: { player: "useCardAfter" }, forced: true, charlotte: true, filter: function (event, player) { if (event.card.name != "sha" || !event.card.storage || !event.card.storage.olkenshang) return false; var num = 0; game.countPlayer2(current => { current.getHistory("damage", evt => { if (evt.card == event.card) num += evt.num; }); }); return num > 0; }, content: function () { "step 0"; var num = 0, len = trigger.cards.length; game.countPlayer2(current => { current.getHistory("damage", evt => { if (evt.card == trigger.card) num += evt.num; }); }); if (len > num) { player.draw(num); event.finish(); } else { var skills = player.getSkills(null, false, false).filter(skill => { var info = get.info(skill); if (!info || info.charlotte || get.skillInfoTranslation(skill, player).length == 0) return false; return true; }); if (skills.length == 1) event._result = { control: skills[0] }; else player .chooseControl(skills) .set( "choiceList", skills.map(i => { return '
    【' + get.translation(lib.translate[i + "_ab"] || get.translation(i).slice(0, 2)) + "】
    " + get.skillInfoTranslation(i, player) + "
    "; }) ) .set("displayIndex", false) .set("prompt", "垦伤:选择失去一个技能") .set("ai", () => { var choices = _status.event.controls.slice(); var negs = choices.filter(i => { var info = get.info(i); if (!info || !info.ai) return false; return info.ai.neg || info.ai.halfneg; }); if (negs.length) return negs.randomGet(); if (choices.includes("mashu")) return "mashu"; return choices.randomGet(); }); } "step 1"; player.removeSkills(result.control); }, }, }, }, //董荼那 oljianman: { audio: 2, trigger: { global: "phaseEnd" }, forced: true, direct: true, filter: function (event, player) { var history = game.getGlobalHistory("useCard", evt => { return get.type(evt.card) == "basic"; }); if (history.length < 2) return false; var users = history.slice(0, 2).map(i => i.player); var list = users.filter(user => user == player); if (list.length == 1) { var target = users.filter(user => user != player)[0]; return target && target.isIn() && target.countDiscardableCards(player, "he"); } if (list.length == 2) { return history.slice(0, 2).some(evt => { var card = evt.card; return player.hasUseTarget({ name: card.name, nature: card.nature, isCard: true, }); }); } return false; }, content: function () { "step 0"; var history = game.getGlobalHistory("useCard", evt => { return get.type(evt.card) == "basic"; }); var list = history .slice(0, 2) .map(i => i.player) .filter(user => user == player); if (list.length == 1) { var users = history.slice(0, 2).map(i => i.player); var target = users.filter(user => user != player)[0]; player.logSkill("oljianman", target); player.discardPlayerCard(target, "he", true); event.finish(); } else if (list.length == 2) { var evts = history.slice(0, 2); var vcard = []; for (var evt of evts) { var card = evt.card; if (vcard.length && vcard[0][2] == card.name && vcard[0][3] == card.nature) continue; if (player.hasUseTarget({ name: card.name, nature: card.nature, isCard: true })) { vcard.push(["基本", "", card.name, card.nature]); } } if (vcard.length == 1) event._result = { bool: true, links: [vcard[0]] }; else { player.chooseButton(["鹣蛮:视为使用其中一张牌", [vcard, "vcard"]]).set("ai", function (button) { return _status.event.player.getUseValue({ name: button.link[2], nature: button.link[3], }); }); } } else event.finish(); "step 1"; if (result.bool) { var card = { name: result.links[0][2], nature: result.links[0][3], isCard: true }; player .chooseUseTarget(card, true) .set("logSkill", "oljianman") .set("prompt", "鹣蛮:选择" + get.translation(card) + "的目标"); } }, }, //张华 olbihun: { audio: 2, trigger: { player: "useCardToPlayer" }, forced: true, filter: function (event, player) { return event.isFirstTarget && player.countCards("h") > player.getHandcardLimit() && event.targets.some(target => target != player); }, //group:'olbihun_give', content: function () { if (trigger.targets.length == 1) { var cards = trigger.cards.filterInD(); if (cards.length) { game.delayx(); trigger.targets[0].gain(cards, "gain2"); } } var targets = trigger.targets.filter(target => target != player); trigger.targets.removeArray(targets); trigger.getParent().triggeredTargets1.removeArray(targets); }, ai: { threaten: 0.8, halfneg: true, effect: { player_use(card, player, target) { if ((!card.isCard || !card.cards) && get.itemtype(card) != "card") return; let cs = 0; if ( target && player != target && player.countCards("h", i => { if (card === i || (card.cards && card.cards.includes(i))) { cs++; return false; } return true; }) > player.getHandcardLimit() ) { let targets = [], evt = _status.event.getParent("useCard"); targets.addArray(ui.selected.targets); if (evt && evt.card == card) targets.addArray(evt.targets); if (targets.length) { if (targets.length > 1 || !targets.includes(target)) return "zeroplayertarget"; return; } let info = get.info(card); if (!info || info.notarget || !info.filterTarget) return; let range, select = get.copy(info.selectTarget), filter; if (select === undefined) range = [1, 1]; else if (typeof select === "number") range = [select, select]; else if (get.itemtype(select) === "select") range = select; else if (typeof select === "function") range = select(card, player); if (info.singleCard) range = [1, 1]; game.checkMod(card, player, range, "selectTarget", player); if (range[1] < -1) range = [1, 1]; else if (range[0] < 0) { if (info.filterTarget === true) filter = game.players.length; else filter = game.countPlayer(current => { return info.filterTarget(card, player, current); }); range = [filter, filter]; } if (range && range[0] > 1 && range[1] > 1) return "zeroplayertarget"; return [0, 0, 0, 1]; } }, }, }, /*subSkill:{ give:{ trigger:{player:'useCardAfter'}, filter:function(event,player){ return event._olbihun&&event._olbihun.isIn()&&event.cards.filterInD().length; }, forced:true, popup:false, content:function(){ trigger._olbihun.gain(trigger.cards.filterInD(),'gain2'); } } }*/ }, olchuanwu: { audio: 2, trigger: { player: "damageEnd", source: "damageSource", }, forced: true, filter: function (event, player) { return player.getAttackRange() > 0; }, content: function () { var skills = game.filterSkills(player.getStockSkills(true, true), player); var num = Math.min(player.getAttackRange(), skills.length); skills = skills.slice(0, num); player.disableSkill("olchuanwu", skills); player.addTempSkill("olchuanwu_restore"); var str = ""; for (var i of skills) { str += "【" + get.translation(i) + "】、"; player.popup(i); } str = str.slice(0, -1); game.log(player, "的技能", "#g" + str, "失效了"); player.draw(num); }, subSkill: { restore: { charlotte: true, forced: true, popup: false, onremove: function (player) { player.enableSkill("olchuanwu"); game.log(player, "恢复了技能"); }, }, }, }, oljianhe: { audio: 2, enable: "phaseUse", filterTarget: function (card, player, target) { return !player.getStorage("oljianhe_chosen").includes(target); }, filterCard: function (card, player) { if (ui.selected.cards.length) { var cardx = ui.selected.cards[0]; if (get.type(cardx) == "equip") return get.type(card) == "equip"; return get.name(card) == get.name(cardx); } var cards = player.getCards("he"); for (var cardx of cards) { if (card != cardx) { if (get.type(cardx) == "equip" && get.type(card) == "equip") return true; if (get.name(card) == get.name(cardx)) return true; } } return false; }, selectCard: [2, Infinity], position: "he", complexCard: true, discard: false, visible: true, prepare: "throw", loseTo: "discardPile", delay: 0.5, check: function (card) { if (get.type(card) == "equip") return 15 - get.value(card); return 7 - get.value(card); }, content: function () { "step 0"; player.draw(cards.length); player.addTempSkill("oljianhe_chosen", "phaseUseAfter"); player.markAuto("oljianhe_chosen", [target]); "step 1"; var type = get.type2(cards[0]); target .chooseCard(get.translation(player) + "对你发动了【剑合】", "请重铸" + get.cnNumber(cards.length) + "张" + get.translation(type) + "牌,或点“取消”受到1点雷电伤害", cards.length, "he", (card, player) => { return get.type2(card) == _status.event.type && player.canRecast(card); }) .set("ai", card => { if (_status.event.goon) return (get.type(card) == "equip" ? 15 : 7) - get.value(card); return 0; }) .set("type", type) .set("goon", get.damageEffect(target, player, target, "thunder") < 0); "step 2"; if (result.bool) { target.recast(result.cards); } else { target.damage(player, "thunder"); } "step 3"; game.delayx(); }, ai: { order: function (item, player) { if (player.hasSkill("olbihun") && player.countCards("h") > player.getHandcardLimit()) return 11; return 4; }, threaten: 2.4, expose: 0.1, result: { target: function (player, target) { var cards = ui.selected.cards, type = get.type2(cards[0]); if ( target.countCards("he", card => { return get.type(card) == type && get.value(card) <= 5; }) >= cards.length ) return 1; return -1; }, }, }, subSkill: { chosen: { charlotte: true, onremove: true, intro: { content: "本阶段已对$发动过技能" }, }, }, }, //屈晃 olqiejian: { audio: 2, trigger: { global: ["loseAfter", "equipAfter", "addJudgeAfter", "gainAfter", "loseAsyncAfter", "addToExpansionAfter"], }, direct: true, filter: function (event, player) { return game.hasPlayer(current => { if (current.countCards("h")) return false; var evt = event.getl(current); return evt && evt.hs && evt.hs.length && !player.getStorage("olqiejian_ban").includes(current); }); }, content: function () { "step 0"; event.targets = game .filterPlayer(current => { if (current.countCards("h")) return false; var evt = trigger.getl(current); return evt && evt.hs && evt.hs.length && !player.getStorage("olqiejian_ban").includes(current); }) .sortBySeat(_status.currentPhase); "step 1"; var target = targets.shift(); event.target = target; if (target.isIn()) { player .chooseBool(get.prompt2("olqiejian", target)) .set("ai", () => { return _status.event.bool; }) .set( "bool", get.attitude(player, target) > 0 || target.hasCard(card => { return get.value(card, target) * get.sgnAttitude(player, target) < -6; }, "ej") ); } else event.goto(5); "step 2"; if (result.bool) { player.logSkill("olqiejian", target); player.draw("nodelay"); target.draw(); } else event.goto(5); "step 3"; player .chooseTarget("切谏:选择一名角色", "弃置你或其场上的一张牌;或点击“取消”令你于本轮不能再对其发动此技能", (card, player, target) => { return (target == player || target == _status.event.getParent().target) && target.countDiscardableCards(player, "ej") > 0; }) .set("ai", target => { var sign = get.sgnAttitude(_status.event.player, target); return ( 6 - target .getCards("ej") .map(i => { var val = 0; if (get.position(i) == "e") val = get.value(i, target); else { val = get.effect( player, { name: i.viewAs || i.name, cards: [i], }, target, target ); } return sign * val; }) .sort((a, b) => a - b)[0] ); }); "step 4"; if (result.bool) { var targetx = result.targets[0]; player.discardPlayerCard(targetx, "ej", true); } else { player.addTempSkill("olqiejian_ban", "roundStart"); player.markAuto("olqiejian_ban", [target]); } "step 5"; if (targets.length) event.goto(1); }, subSkill: { ban: { onremove: true, charlotte: true, intro: { content: "本轮不能再对$发动〖切谏〗", }, }, }, }, olnishou: { audio: 2, trigger: { player: "loseAfter", global: ["loseAsyncAfter", "equipAfter"], }, forced: true, filter: function (event, player) { var phaseName; for (var name of lib.phaseName) { var evt = event.getParent(name); if (!evt || evt.name != name) continue; phaseName = name; } var cards = event.getd(player, "es"); return ( cards.length && (cards.some(card => { if (get.position(card, true) != "d") return false; return player.hasUseTarget(get.autoViewAs({ name: "shandian" }, [card])); }) || (phaseName && !player.hasSkill("olnishou_swap"))) ); }, direct: true, content: function () { "step 0"; var cards = trigger.getd(player, "es"); var choices = []; var choiceList = ["将" + (cards.length ? get.translation(cards[0]) : "这些牌中第一张能当【闪电】对你使用的牌") + "当【闪电】使用", "本阶段结束时,你与一名手牌数最少的角色交换手牌"]; cards = cards.filter(card => { if (get.position(card, true) != "d") return false; return player.hasUseTarget(get.autoViewAs({ name: "shandian" }, [card])); }); event.cards = cards; var phaseName; for (var name of lib.phaseName) { var evt = trigger.getParent(name); if (!evt || evt.name != name) continue; phaseName = name; } if (cards.length) choices.push("选项一"); else choiceList[0] = '' + choiceList[0] + ""; if (phaseName && !player.hasSkill("olnishou_swap")) choices.push("选项二"); else choiceList[1] = '' + choiceList[1] + ""; event.phaseName = phaseName; if (!choices.length) event.finish(); else player .chooseControl(choices) .set("choiceList", choiceList) .set("prompt", "泥首:选择一项") .set("ai", () => 0); "step 1"; player.logSkill("olnishou"); game.log(player, "选择了", "#y" + result.control); if (result.control == "选项一") { var card = cards[0]; player.chooseUseTarget({ name: "shandian" }, [card], true); } else { var name = event.phaseName; player.storage.olnishou_swap = name; player.addTempSkill("olnishou_swap", name + "After"); } }, ai: { halfneg: true, }, subSkill: { swap: { audio: "olnishou", charlotte: true, forced: true, direct: true, onremove: true, trigger: { global: ["phaseZhunbeiEnd", "phaseJudgeEnd", "phaseDrawEnd", "phaseUseEnd", "phaseDiscardEnd", "phaseJieshuEnd"], }, content: function () { "step 0"; if (trigger.name != player.storage.olnishou_swap || !event.player.isIn()) { player.removeSkill("olnishou_swap"); event.finish(); return; } player.chooseTarget("泥首:与一名手牌数最少的角色交换手牌", true, (card, player, target) => { return target.isMinHandcard(); }); "step 1"; if (result.bool) { var target = result.targets[0]; player.logSkill("olnishou_swap", target); if (target != player) { player.swapHandcards(target); } } "step 2"; player.removeSkill("olnishou_swap"); }, }, }, }, //马承 olchenglie: { audio: 2, trigger: { player: "useCard2" }, filter: function (event, player) { if (event.card.name != "sha") return false; return game.hasPlayer(function (current) { return !event.targets.includes(current) && player.canUse(event.card, current); }); }, direct: true, shaRelated: true, content: function () { "step 0"; player .chooseTarget(get.prompt("olchenglie"), "为" + get.translation(trigger.card) + "多指定至多两个目标,并发动后续效果", [1, 2], (card, player, target) => { var evt = _status.event.getTrigger(); return !evt.targets.includes(target) && player.canUse(evt.card, target); }) .set("ai", function (target) { var player = _status.event.player, evt = _status.event.getTrigger(); return get.effect(target, evt.card, player, player); }); "step 1"; if (result.bool) { if (!event.isMine() && !event.isOnline()) game.delayx(); event.targets = result.targets; } else event.finish(); "step 2"; player.logSkill("olchenglie", targets); trigger.targets.addArray(targets); var targets = trigger.targets; event.targets = targets; event.given = []; var cards = get.cards(targets.length); event.cards = cards.slice(); player.showCards(event.cards, get.translation(player) + "发动了【骋烈】"); while (cards.length) ui.cardPile.insertBefore(cards.pop().fix(), ui.cardPile.firstChild); "step 3"; game.updateRoundNumber(); var hs = player.getCards("h"); var next = player.chooseToMove("骋烈:是否交换一张牌?"); next.set("list", [ ["〖骋烈〗展示", event.cards, "olchenglie"], ["你的手牌", hs], ]); next.set("filterMove", function (from, to, moved) { if (typeof to == "number") return false; var player = _status.event.player; var hs = player.getCards("h"); var changed = hs.filter(function (card) { return !moved[1].includes(card); }); var changed2 = moved[1].filter(function (card) { return !hs.includes(card); }); if (changed.length < 1) return true; var pos1 = moved[0].includes(from.link) ? 0 : 1, pos2 = moved[0].includes(to.link) ? 0 : 1; if (pos1 == pos2) return true; if (pos1 == 0) { if (changed.includes(from.link)) return true; return changed2.includes(to.link); } if (changed2.includes(from.link)) return true; return changed.includes(to.link); }); next.set("processAI", function (list) { var cards1 = list[0][1].slice(), cards2 = list[1][1].slice(); var card1 = cards1.sort((a, b) => get.value(b) - get.value(a))[0]; var card2 = cards2.sort((a, b) => get.value(a) - get.value(b))[0]; if (card1 && card2 && get.value(card1) > get.value(card2)) { cards1.remove(card1); cards2.remove(card2); cards1.push(card2); cards2.push(card1); } return [cards1, cards2]; }); "step 4"; var moved = result.moved; var hs = player.getCards("h"), ts = event.cards; var card1, card2; for (var i of moved[0]) { if (!ts.includes(i)) card1 = i; } for (var i of moved[1]) { if (!hs.includes(i)) card2 = i; } if (card1 && card2) { player.$throw(1, 1000); event.cards.forEach((i, ind, arr) => { if (i == card2) arr[ind] = card1; }); player .lose(card1, ui.cardPile) .set("insert_index", event => event.cardx) .set("cardx", card2); player.gain(card2, "draw"); game.log(player, "交换了一张牌"); } "step 5"; game.cardsGotoOrdering(event.cards); "step 6"; if (event.cards.length == 1) event._result = { bool: true, links: event.cards }; else player.chooseButton(["骋烈:将这些牌置于目标角色的武将牌上", event.cards], true); game.updateRoundNumber(); "step 7"; if (result.bool) { var card = result.links[0]; event.card = card; player .chooseTarget("将" + get.translation(card) + "置于一名目标角色的武将牌上", true, (card, player, target) => { return _status.event.getTrigger().targets.includes(target) && !_status.event.getParent().given.includes(target); }) .set("ai", target => { var color = _status.event.color, player = _status.event.player; var evt = _status.event.getTrigger(); if (color == "red") { var eff = get.effect(target, evt.card, player, target), att = get.attitude(player, target); if (eff >= 0 && att < 0) return -1; if (eff < 0 && att < 0 && target.hasCard(card => ["shan", "caochuan"].includes(get.name(card)), "hs")) return 10; } return 1; }) .set("color", get.color(card)); } else event.finish(); "step 8"; if (result.bool) { var target = result.targets[0]; player.line(target); event.given.push(target); target.addToExpansion(card).gaintag.add("olchenglie"); player.addTempSkill("olchenglie_effect", "phaseUseAfter"); if (!trigger.card.storage) trigger.card.storage = {}; trigger.card.storage.olchenglie = player; target.storage.olchenglie_viewer = player; event.cards.remove(card); var cardx = player == game.me || player.isUnderControl() ? card : 1; player.$give(cardx, target, false); } else event.finish(); "step 9"; if (event.cards.length) event.goto(6); else if (!event.isMine() && !event.isOnline()) game.delayx(); }, marktext: "骋", intro: { markcount: "expansion", mark: function (dialog, content, player) { var content = player.getExpansions("olchenglie"); if (content && content.length) { if (game.me == player.storage.olchenglie_viewer) { dialog.addAuto(content); } else { return "有" + get.cnNumber(content.length) + "张扣置的“骋烈”牌"; } } }, content: function (content, player) { var content = player.getExpansions("olchenglie"); if (content && content.length) { if (game.me == player.storage.olchenglie_viewer) { return get.translation(content); } return "有" + get.cnNumber(content.length) + "张扣置的“骋烈”牌"; } }, }, subSkill: { effect: { trigger: { global: "useCardAfter" }, forced: true, charlotte: true, forceDie: true, popup: false, filter: function (event, player) { return event.card.storage && event.card.storage.olchenglie; }, content: function () { "step 0"; var targets = game .filterPlayer(current => { var cards = current.getExpansions("olchenglie"); return cards.some(i => get.color(i, false) == "red"); }) .sortBySeat(); event.targets = targets; var togive = trigger.card.storage.olchenglie; event.togive = togive; if (!targets.length || !togive.isIn()) event.goto(3); "step 1"; var target = event.targets.shift(); event.target = target; player.line(target); if ( target.hasHistory("useCard", evt => { return evt.respondTo && evt.respondTo[1] == trigger.card; }) ) { if (target.countCards("he")) target.chooseCard("骋烈:交给" + get.translation(event.togive) + "一张牌", true, "he"); } else { target.recover(); } "step 2"; if (result.bool) { target.give(result.cards, event.togive); } if (targets.length) event.goto(1); "step 3"; game.filterPlayer(current => { var cards = current.getExpansions("olchenglie"); return cards.length; }).forEach(i => { i.loseToDiscardpile(i.getExpansions("olchenglie")); delete i.storage.olchenglie_viewer; }); }, }, }, }, //新贺齐 olqizhou: { audio: "qizhou", trigger: { player: "loseAfter", global: ["equipAfter", "addJudgeAfter", "gainAfter", "loseAsyncAfter", "addToExpansionAfter", "phaseBefore"], }, forced: true, onremove: true, filter: function (event, player) { if (event.name != "phase" && (event.name != "equip" || event.player != player)) { var evt = event.getl(player); if (!evt || !evt.es || !evt.es.length) return false; } var num = player.countMark("olqizhou"); return lib.skill.olqizhou.getSuitNum(player) != num; }, content: function () { lib.skill.olqizhou.applyChange(player); }, getSuitNum: function (player) { var suits = [], es = player.getCards("e"); for (var i of es) suits.add(get.suit(i, player)); return Math.min(4, suits.length); }, applyChange: function (player) { player.removeAdditionalSkill("olqizhou"); var num = lib.skill.olqizhou.getSuitNum(player); player.storage.olqizhou = num; if (num > 0) player.addAdditionalSkill("olqizhou", lib.skill.olqizhou.derivation.slice(0, num)); }, derivation: ["reduanbing", "reyingzi", "fenwei", "lanjiang"], }, duanbing_heqi: { audio: 1 }, reyingzi_heqi: { audio: 1 }, fenwei_heqi: { audio: 1 }, lanjiang_heqi: { audio: 1 }, olshanxi: { audio: "shanxi", enable: "phaseUse", usable: 1, filter: function (event, player) { return player.countCards("e") < 5 && game.hasPlayer(current => lib.skill.olshanxi.filterTarget(null, player, current)); }, filterTarget: function (card, player, target) { return target != player && player.countCards("h") + target.countCards("h") > 0 && !player.inRangeOf(target); }, content: function () { "step 0"; var cards1 = player.getCards("h"), cards2 = target.getCards("h"); var num = 5 - player.countCards("e"); var dialog = ["闪袭:选择展示至多" + get.cnNumber(num) + "张牌"]; if (cards1.length > 0) { dialog.push('
    你的手牌
    '); dialog.push(cards1); } if (cards2.length > 0) { dialog.push('
    ' + get.translation(target) + "的手牌
    "); if (player.hasSkillTag("viewHandcard", null, target, true)) dialog.push(cards2); else dialog.push([cards2.randomSort(), "blank"]); } player.chooseButton(dialog, [1, num], true).set("ai", function (button) { var player = _status.event.player, target = _status.event.getParent().target; var card = button.link, cards = ui.selected.buttons.map(button => button.link); var hs = player.getCards("h"), discard = false; for (var i of cards) { if (hs.includes(i)) { discard = true; break; } } if (hs.includes(card)) { if (discard || get.name(card) != "shan") return 0; if (target.hasCard(card => get.value(card, target) > 5, "e")) return 2; return 0; } if ( discard && !target.hasCard(function (cardx) { return cardx != card && !cards.includes(cardx) && get.value(cardx, target) > 0; }, "he") ) return 0; return 1 + Math.random(); }); "step 1"; if (result.bool) { event.cards = result.links; var list1 = [], list2 = []; var hs = player.getCards("h"); for (var card of result.links) { if (hs.includes(card)) { list1.push(card); } else { list2.push(card); } } event.list1 = list1; event.list2 = list2; event.videoId = lib.status.videoId++; game.broadcastAll( function (player, target, list1, list2, id) { var dialog = ui.create.dialog(player + "对" + target + "发动了【闪袭】"); dialog.videoId = id; if (list1.length > 0) { dialog.add('
    ' + player + "展示的牌
    "); dialog.add(list1); } if (list2.length > 0) { dialog.add('
    ' + target + "被展示的牌
    "); dialog.add(list2); } }, get.translation(player), get.translation(target), list1, list2, event.videoId ); game.delay(4); } else event.finish(); "step 2"; game.broadcastAll("closeDialog", event.videoId); var list1 = event.list1.filter(card => get.name(card, player) == "shan"); var list2 = event.list2.filter(card => get.name(card, target) == "shan"); if (list1.length && list2.length) { game.loseAsync({ lose_list: [ [player, list1], [target, list2], ], discarder: player, }).setContent("discardMultiple"); } else if (list2.length) { target.discard(list2); } else if (list1.length) player.discard(list1); else event.finish(); "step 3"; if ( target.hasCard(function (card) { return !cards.includes(card) && lib.filter.canBeGained(card, player, target); }, "he") ) player .gainPlayerCard(target, true, "he") .set("filterButton", function (button) { return !_status.event.cards.includes(button.link); }) .set("cards", cards); }, ai: { order: 14, result: { target: function (player, target) { return -target.countCards("h"); }, }, }, }, //刘巴 oltongduo: { audio: 2, trigger: { player: "phaseZhunbeiBegin" }, direct: true, content: function () { "step 0"; player .chooseTarget(get.prompt2("oltongduo"), function (card, player, target) { return target != player && target.countCards("h") > 0; }) .set("ai", function (target) { var att = get.attitude(_status.event.player, target); if (att > 0) return Math.sqrt(att) / 10; return 5 - att; }); "step 1"; if (result.bool) { var target = result.targets[0]; event.target = target; player.logSkill("oltongduo", target); target.chooseCard("h", true, "统度:将一张手牌交给" + get.translation(player) + ",然后其于此阶段结束时将此牌置于牌堆顶"); } else { event.finish(); } "step 2"; if (result.bool) { player.addTempSkill("oltongduo_put"); event.target.give(result.cards, player, true).gaintag.add("oltongduo"); } }, subSkill: { put: { trigger: { player: "phaseUseEnd" }, charlotte: true, forced: true, filter: function (event, player) { return player.hasCard(card => card.hasGaintag("oltongduo"), "h"); }, content: function () { var cards = player.getCards("h", card => card.hasGaintag("oltongduo")); player.lose(cards, ui.cardPile, "insert"); game.log(player, "将", get.cnNumber(cards.length) + "张牌", "置于牌堆顶"); game.broadcastAll(function (player) { var cardx = ui.create.card(); cardx.classList.add("infohidden"); cardx.classList.add("infoflip"); player.$throw(cardx, 1000, "nobroadcast"); }, player); }, onremove: function (player) { player.removeGaintag("oltongduo"); }, }, }, }, olzhubi: { audio: 2, enable: "phaseUse", group: "olzhubi_replace", filter: function (event, player) { return (player.getStat("skill").olzhubi || 0) < player.maxHp; }, filterTarget: function (card, player, target) { return target.countCards("he") > 0; }, content: function () { "step 0"; target.chooseCard("he", true, "铸币:请重铸一张牌", lib.filter.cardRecastable); "step 1"; if (result.bool) { target.recast(result.cards, null, player => (player.draw().set("log", false).gaintag = ["olzhubi_tag"])); } }, ai: { order: 6, result: { target: function (player, target) { if (target.hasCard(card => card.hasGaintag("olzhubi_tag"), "h")) return 0.5; return 1; }, }, }, subSkill: { replace: { trigger: { global: "phaseJieshuBegin" }, filter: function (event, player) { return event.player.hasCard(card => card.hasGaintag("olzhubi_tag"), "h"); }, forced: true, locked: false, logTarget: "player", content: function () { "step 0"; var cards = get.bottomCards(5); event.cards2 = cards; game.cardsGotoOrdering(cards); var player = trigger.player; var next = player.chooseToMove("铸币:用任意“币”交换牌堆底等量张牌"); var hs = player.getCards("h", card => card.hasGaintag("olzhubi_tag")); next.set("filterMove", function (from, to) { return typeof to != "number"; }); next.set("list", [ ["牌堆底", cards], ["你的手牌", hs, "olzhubi_tag"], ]); next.set("processAI", function (list) { var all = list[0][1].concat(list[1][1]), cards = all.slice(0); var num = _status.event.num; cards.sort(function (a, b) { return get.value(b) - get.value(a); }); return [cards.slice(num), cards.slice(0, num)]; }); next.set("num", hs.length); "step 1"; if (result.bool) { event.forceDie = true; var cards = result.moved[0]; event.cards = cards; var player = trigger.player; var hs = player.getCards("h"); var lose = [], gain = event.cards2; for (var i of cards) { if (hs.includes(i)) lose.push(i); else gain.remove(i); } if (lose.length) player.lose(lose, ui.cardPile); if (gain.length) player.gain(gain, "draw"); } else event.finish(); "step 2"; for (var i of cards) { if (!"hejsdx".includes(get.position(i, true))) { i.fix(); ui.cardPile.appendChild(i); } } game.updateRoundNumber(); }, }, }, }, //傅肜 olxiaosi: { audio: 2, enable: "phaseUse", usable: 1, filterTarget: function (card, player, target) { return target.countCards("h") > 0 && player != target; }, filterCard: function (card, player, target) { return get.type(card) == "basic"; }, check: function (card) { var player = _status.event.player; if (player.hasValueTarget(card)) return 10 - get.value(card); return 0.1; }, content: function () { "step 0"; if ( target.countCards("h", card => { return get.type(card) == "basic" && lib.filter.cardDiscardable(card, target, "olxiaosi"); }) == 0 ) event.draw = true; else { target.chooseToDiscard("h", true, "效死:弃置一张基本牌", { type: "basic" }); } "step 1"; var cards2 = cards.slice(0); if (result.bool) { cards2 = cards2.addArray(result.cards); } event.cards2 = cards2; "step 2"; var cardsx = event.cards2.filter(i => get.position(i, true) == "d" && player.hasUseTarget(i, false)); if (!cardsx.length) event.goto(5); else player .chooseButton(["效死:是否使用其中的一张牌?", cardsx]) .set("filterButton", button => { return _status.event.player.hasUseTarget(button.link, false); }) .set("ai", button => { if (button.link.name == "jiu") return 10; return _status.event.player.getUseValue(button.link); }); "step 3"; if (result.bool) { var card = result.links[0]; event.cards2.remove(card); player.$gain2(card, false); game.delayx(); player.chooseUseTarget(true, card, false, "nodistance"); } else event.goto(5); "step 4"; if (event.cards2.filter(i => get.position(i, true) == "d" && player.hasUseTarget(i, false)).length) event.goto(2); "step 5"; if (event.draw) player.draw(); }, ai: { order: 4.5, result: { player: 1, target: -1, }, }, }, //阿会喃 jueman: { audio: 2, trigger: { global: "phaseEnd" }, forced: true, direct: true, filter: function (event, player) { var history = game.getGlobalHistory("useCard", evt => { return get.type(evt.card) == "basic"; }); if (history.length < 2) return false; var users = history.slice(0, 2).map(i => i.player); var list = users.filter(user => user == player); if (list.length == 1) return true; if (list.length == 0) { var evtx = history[2]; if (evtx) { var name = evtx.card.name, nature = evtx.card.nature; if (evtx && player.hasUseTarget({ name: name, nature: nature, isCard: true })) return true; } } return false; }, content: function () { "step 0"; var history = game.getGlobalHistory("useCard", evt => { return get.type(evt.card) == "basic"; }); var list = history .slice(0, 2) .map(i => i.player) .filter(user => user == player); if (list.length == 1) { player.logSkill("jueman"); player.draw(); } else if (list.length == 0) { var evtx = history[2], name = evtx.card.name, nature = evtx.card.nature; player.chooseUseTarget({ name: name, nature: nature, isCard: true }, true).set("logSkill", "jueman"); } }, }, //张芝 olbixin: { audio: 2, trigger: { global: ["phaseZhunbeiBegin", "phaseJieshuBegin"], }, direct: true, onremove: ["olbixin", "olbixin_basic", "olbixin_trick", "olbixin_equip"], group: "olbixin_full", map: { 基本: "basic", 锦囊: "trick", 装备: "equip" }, filter: function (event, player) { var count = player.countMark("olbixin"); if (count > 0 && event.player != player) return false; if (count > 1 && event.name == "phaseZhunbei") return false; if (count > 2) return false; var num = count >= 3 ? 3 : 1; var types = ["basic", "trick", "equip"].filter(type => { return player.countMark("olbixin_" + type) < num; }); if (!types.length) return false; return lib.skill.olbixin.getList(player).length > 0; }, getList: function (player, event) { var natures = lib.inpile_nature.slice(0), used = []; var history = player.actionHistory; for (var i = history.length - 1; i >= 0; i--) { var info = history[i]; for (var evt of info.useCard) { var name = evt.card.name; if (get.type(name) != "basic") continue; if (name == "sha") { if (evt.card.nature) natures.remove(evt.card.nature); else used.push(name); } else used.push(name); } if (info.isRound) break; } var vcards = []; for (var name of lib.inpile) { if (get.type(name) != "basic") continue; if (!event) { if (name == "sha") { if (!used.includes("sha") && player.hasUseTarget({ name: "sha" })) vcards.push(["基本", "", "sha"]); for (var nature of natures) { if (player.hasUseTarget({ name: "sha", nature: nature })) vcards.push(["基本", "", "sha", nature]); } } else if (!used.includes(name) && player.hasUseTarget({ name: name })) vcards.push(["基本", "", name]); } else { if (name == "sha") { if (!used.includes("sha") && event.filterCard({ name: "sha" }, player, event)) vcards.push(["基本", "", "sha"]); for (var nature of natures) { if (event.filterCard({ name: "sha", nature: nature }, player, event)) vcards.push(["基本", "", "sha", nature]); } } else if (!used.includes(name) && event.filterCard({ name: name }, player, event)) vcards.push(["基本", "", name]); } } return vcards; }, content: function () { "step 0"; var types = ["basic", "trick", "equip"]; var list = lib.skill.olbixin.getList(player); if (list.length) { var dialog = ["###" + get.prompt("olbixin") + '###
    摸' + get.cnNumber(player.countMark("olbixin") >= 3 ? 1 : 3) + "张牌,然后将所有指定类型的手牌当一张基本牌使用
    "]; dialog.push([types.map(i => get.translation(i)), "tdnodes"]); dialog.push([list, "vcard"]); player .chooseButton(dialog, 2) .set("filterButton", button => { var player = _status.event.player, count = player.countMark("olbixin"), num = count >= 3 ? 3 : 1; var type = typeof button.link; if (ui.selected.buttons.length && type == typeof ui.selected.buttons[0].link) return false; if (type == "string" && player.countMark("olbixin_" + lib.skill.olbixin.map[button.link]) >= num) return false; if (type != "string" && !player.hasUseTarget({ name: button.link[2], nature: button.link[3] })) return false; return true; }) .set("ai", button => { var list = _status.event.list; var type = typeof button.link; if (type == "string") return (1.2 - list.indexOf(lib.skill.olbixin.map[button.link])) * 10; return _status.event.player.getUseValue({ name: button.link[2], nature: button.link[3], }); }) .set( "list", types .map(i => [ i, player .getCards("h", { type: i }) .map(i => get.value(i)) .reduce((p, c) => p + c, 0), ]) .sort((a, b) => a[1] - b[1]) .map(i => i[0]) ); } else event.finish(); "step 1"; if (result.bool) { if (typeof result.links[0] != "string") result.links.reverse(); var type = result.links[0], name = result.links[1][2], nature = result.links[1][3]; player.logSkill("olbixin"); game.log(player, "声明了", type + "牌"); type = lib.skill.olbixin.map[type]; event.type = type; event.card = { name: name, nature: nature }; player.addMark("olbixin_" + type, 1, false); player.draw(player.countMark("olbixin") >= 3 ? 1 : 3); game.delayx(); } else event.finish(); "step 2"; if (player.hasCard(card => get.type2(card) == event.type, "h")) { var cards = player.getCards("h", card => get.type2(card) == event.type); var cardx = get.autoViewAs(card, cards); if (player.hasUseTarget(cardx, true, false)) { player.chooseUseTarget(cardx, cards, true, false).set("prompt", "选择" + get.translation(cardx) + "(" + get.translation(cards) + ")的目标"); } } }, subSkill: { full: { enable: "chooseToUse", filter: function (event, player) { if (event.olbixin) return false; var count = player.countMark("olbixin"); if (count <= 2) return false; var num = count >= 3 ? 3 : 1; var types = ["basic", "trick", "equip"].filter(type => { return player.countMark("olbixin_" + type) < num; }); if (!types.length) return false; return lib.skill.olbixin.getList(player, event).length > 0; }, prompt: "你可以声明一种牌的类型(每种类型限三次),并选择一种你本轮未使用过且有合法目标的的基本牌。你摸一张牌,然后若你有此类型的手牌,你将所有此类型的手牌当此基本牌使用。", chooseButton: { dialog: function (event, player) { var list = lib.skill.olbixin.getList(player, event); var types = ["basic", "trick", "equip"]; return ui.create.dialog('###笔心###
    摸一张牌,然后将所有指定类型的手牌当一张基本牌使用
    ', [types.map(i => get.translation(i)), "tdnodes"], [list, "vcard"]); }, filter: function (button, player) { var player = _status.event.player, count = player.countMark("olbixin"), num = count >= 3 ? 3 : 1; var type = typeof button.link; if (ui.selected.buttons.length && type == typeof ui.selected.buttons[0].link) return false; if (type == "string" && player.countMark("olbixin_" + lib.skill.olbixin.map[button.link]) >= num) return false; if (type != "string" && !_status.event.getParent().filterCard({ name: button.link[2], nature: button.link[3] }, player, _status.event.getParent())) return false; return true; }, select: 2, check: function (button) { var types = ["basic", "trick", "equip"]; var type = typeof button.link; var player = _status.event.player; var list = types .map(i => [ i, player .getCards("h", { type: i }) .map(i => get.value(i)) .reduce((p, c) => p + c, 0), ]) .sort((a, b) => a[1] - b[1]) .map(i => i[0]); if (type == "string") return (1.2 - list.indexOf(button.link) + Math.sqrt(3 - player.countMark("olbixin_" + lib.skill.olbixin.map[button.link]))) * 10; if (_status.event.getParent().type != "phase") return 1; return player.getUseValue({ name: button.link[2], nature: button.link[3] }); }, backup: function (links, player) { if (typeof links[0] != "string") links.reverse(); return { popname: true, position: "h", filterCard: () => false, selectCard: -1, type: lib.skill.olbixin.map[links[0]], viewAs: { name: links[1][2], nature: links[1][3] }, precontent: function () { "step 0"; player.logSkill("olbixin"); var type = lib.skill.olbixin_full_backup.type; game.log(player, "声明了", type, "牌"); delete event.result.skill; player.addMark("olbixin_" + type, 1, false); player.draw(player.countMark("olbixin") >= 3 ? 1 : 3); "step 1"; var cards = player.getCards("h", card => get.type2(card) == lib.skill.olbixin_full_backup.type); var cardsx = cards.filter(i => game.checkMod(i, player, "unchanged", "cardEnabled2", player) !== false); if (cardsx.length && cardsx.length == cards.length) { event.result.cards = cards; game.delayx(); } else { event.cancel(); // event.getParent().set('olbixin',true); event.getParent().goto(0); delete event.getParent().openskilldialog; } }, }; }, prompt: function (links, player) { return "摸一张牌,然后将所有" + get.translation(links[0]) + "牌当做" + (get.translation(links[1][3]) || "") + get.translation(links[1][2]) + "使用"; }, }, hiddenCard: function (player, name) { var count = player.countMark("olbixin"); if (!lib.inpile.includes(name) || get.type(name) != "basic" || count < 3) return false; var types = ["basic", "trick", "equip"].filter(type => { return player.countMark("olbixin_" + type) < 3; }); return types.length; }, ai: { fireAttack: true, respondSha: true, respondShan: true, skillTagFilter: function (player) { var count = player.countMark("olbixin"); if (count < 3) return; var types = ["basic", "trick", "equip"].filter(type => { return player.countMark("olbixin_" + type) < 3; }); if (types.length) return true; }, order: 1, result: { player: function (player) { if (_status.event.dying) return get.attitude(player, _status.event.dying); return 1; }, }, }, }, full_backup: {}, }, }, olximo: { audio: 3, trigger: { player: "logSkill" }, derivation: "olfeibai", filter: function (event, player) { return event.skill == "olbixin" && player.countMark("olbixin") < 3; }, forced: true, content: function () { player.addMark("olbixin", 1, false); game.log(player, "删除了", "#g【笔心】", "描述的前五个字符"); if (player.countMark("olbixin") == 3) { game.log(player, "交换了", "#g【笔心】", "方括号中的两个数字"); //player.removeSkill('olximo'); //game.log(player,'失去了技能','#g【洗墨】'); player.changeSkills(["olfeibai"], ["olximo"]); } }, ai: { combo: "olbixin", }, }, olfeibai: { audio: 2, trigger: { source: "damageBegin1", player: "recoverBegin", }, filter: function (event, player) { var storage = player.storage.olfeibai; var evt = event.getParent(), card = event.card; if (evt.player != player || !card) return false; if (storage && event.name == "recover") { return get.color(card) != "red"; } if (!storage && event.name == "damage") { return get.color(card) != "black"; } return false; }, content: function () { player.changeZhuanhuanji("olfeibai"); trigger.num++; }, zhuanhuanji: true, forced: true, mark: true, marktext: "☯", intro: { content: function (storage, player) { if (storage) return "转换技。当你因执行你使用的非红色牌的效果而回复体力时,此回复值+1。"; return "转换技。当你因执行你使用的非黑色牌的效果而造成伤害时,此伤害值+1。"; }, }, }, //新诸葛瑾 olhuanshi: { audio: "huanshi", trigger: { global: "judge" }, filter: function (event, player) { return player.countCards("h") > 0; }, logTarget: "player", prompt2: function (event, player) { var str = get.translation(event.player) + "的" + event.judgestr + "判定为" + get.translation(event.player.judging[0]) + "。你可以令其观看你的牌,其选择一张牌进行改判。"; if (!player.hasSkill("olhuanshi_mark", null, null, false)) str += "然后你可以重铸任意张牌。"; return str; }, check: function (event, player) { if (get.attitude(player, event.player) <= 0) return false; var cards = player.getCards("he"); var judge = event.judge(event.player.judging[0]); for (var i = 0; i < cards.length; i++) { var judge2 = event.judge(cards[i]); if (judge2 > judge) return true; if (_status.currentPhase != player && judge2 == judge && get.color(cards[i]) == "red" && get.useful(cards[i]) < 5) return true; } return false; }, content: function () { "step 0"; var target = trigger.player; var judge = trigger.judge(target.judging[0]); var attitude = get.attitude(target, player); target .choosePlayerCard("请选择代替判定的牌", "he", "visible", true, player) .set("ai", function (button) { var card = button.link; var judge = _status.event.judge; var attitude = _status.event.attitude; var result = trigger.judge(card) - judge; var player = _status.event.player; if (result > 0) { return 20 + result; } if (result == 0) { if (_status.currentPhase == player) return 0; if (attitude >= 0) { return get.color(card) == "red" ? 7 : 0 - get.value(card); } else { return get.color(card) == "black" ? 10 : 0 + get.value(card); } } if (attitude >= 0) { return get.color(card) == "red" ? 0 : -10 + result; } else { return get.color(card) == "black" ? 0 : -10 + result; } }) .set("filterButton", function (button) { var player = _status.event.target; var card = button.link; var mod2 = game.checkMod(card, player, "unchanged", "cardEnabled2", player); if (mod2 != "unchanged") return mod2; var mod = game.checkMod(card, player, "unchanged", "cardRespondable", player); if (mod != "unchanged") return mod; return true; }) .set("judge", judge) .set("attitude", attitude); "step 1"; if (result.bool) { event.card = result.links[0]; player.respond(event.card, "highlight", "noOrdering").nopopup = true; } else { event.finish(); } "step 2"; if (result.bool) { if (trigger.player.judging[0].clone) { trigger.player.judging[0].clone.classList.remove("thrownhighlight"); game.broadcast(function (card) { if (card.clone) { card.clone.classList.remove("thrownhighlight"); } }, trigger.player.judging[0]); game.addVideo("deletenode", player, get.cardsInfo([trigger.player.judging[0].clone])); } game.cardsDiscard(trigger.player.judging[0]); trigger.player.judging[0] = event.card; trigger.orderingCards.add(event.card); game.log(trigger.player, "的判定牌改为", event.card); game.delay(2); } if (!player.countCards("h") || player.hasSkill("olhuanshi_mark", null, null, false)) event.finish(); "step 3"; player.chooseCard("是否重铸任意张手牌?", "操作提示:选择要重铸的牌并点击“确定”", [1, player.countCards("h")], lib.filter.cardRecastable).set("ai", function (card) { var player = _status.event.player, cards = ui.selected.cards; if (!player.hasSkill("olmingzhe")) return 5 - get.value(card); for (var i of cards) { if (get.color(i, player) == "red") return 5 - get.value(card); } return 7.5 - get.value(card); }); "step 4"; if (result.bool) { player.addTempSkill("olhuanshi_mark"); player.recast(result.cards); } }, ai: { rejudge: true, tag: { rejudge: 1, }, }, subSkill: { mark: { charlotte: true } }, }, olhongyuan: { audio: "hongyuan", trigger: { player: "gainAfter", global: "loseAsyncAfter" }, filter(event, player) { if (!player.countCards("he") || player.hasSkill("olhongyuan_blocker", null, null, false)) return false; return event.getg(player).length >= 2; }, async content(event, trigger, player) { player.addTempSkill("olhongyuan_blocker", ["phaseZhunbeiBefore", "phaseJudgeBefore", "phaseDrawBefore", "phaseUseBefore", "phaseDiscardBefore", "phaseJieshuBefore", "phaseBefore"]); let selectedTargets = []; while ( selectedTargets.length < 2 && player.countCards("he") && game.hasPlayer(target => { return target != player && !selectedTargets.includes(target); }) ) { const { result: { bool, targets, cards }, } = await player .chooseCardTarget({ prompt: "弘援:将一张牌交给一名其他角色", filterCard: true, position: "he", filterTarget(card, player, target) { return target != player && !get.event("selectedTargets").includes(target); }, complexCard: true, complexTarget: true, complexSelect: true, ai1(card) { const player = get.event("player"); if ( !game.hasPlayer(current => { if (get.event("selectedTargets").includes(current)) return false; return current != player && get.attitude(player, current) > 0 && !current.hasSkillTag("nogain"); }) ) return -get.value(card); return 4 + (player.hasSkill("olmingzhe") && get.color(card) == "red" ? 2 : 0) - Math.max(player.getUseValue(card), get.value(card, player)); }, ai2(target) { const player = _status.event.player, att = get.attitude(player, target); if (!ui.selected.cards.length) return att; const card = ui.selected.cards[0], val = get.value(card, target); if (val < 0) return -att * Math.sqrt(-val); return att * Math.sqrt(val + 2); }, }) .set("selectedTargets", selectedTargets); if (bool) { const target = targets[0]; selectedTargets.push(target); player.line(target); await player.give(cards, target); } else break; } }, ai: { threaten: 0.8 }, subSkill: { blocker: { charlotte: true } }, }, olmingzhe: { audio: "mingzhe", trigger: { player: "loseAfter", global: ["equipAfter", "addJudgeAfter", "gainAfter", "loseAsyncAfter", "addToExpansionAfter"], }, forced: true, filter: function (event, player) { if (player.isPhaseUsing()) return false; var evt = event.getl(player); for (var i of evt.cards2) { if (get.color(i, player) == "red") return true; } return false; }, content: function () { if (!trigger.visible) { var cards = trigger.getl(player).hs.filter(function (i) { return get.color(i, player) == "red"; }); if (cards.length > 0) player.showCards(cards, get.translation(player) + "发动了【明哲】"); } player.draw(); }, }, //吕范 xindiaodu: { audio: "diaodu", group: "xindiaodu_use", frequent: true, preHidden: true, isFriendOf: function (player, target) { if (get.mode() == "guozhan") return player.isFriendOf(target); return player.group == target.group; }, subSkill: { temp: { charlotte: true }, use: { trigger: { global: "useCard", }, filter: function (event, player) { return get.type(event.card) == "equip" && event.player.isIn() && lib.skill.xindiaodu.isFriendOf(player, event.player) && (player == event.player || player.hasSkill("xindiaodu")) && !event.player.hasSkill("xindiaodu_temp"); }, direct: true, content: function () { "step 0"; var next = trigger.player.chooseBool("是否发动【调度】摸一张牌?"); if (player.hasSkill("xindiaodu")) next.set("frequentSkill", "xindiaodu"); if (player == trigger.player) next.setHiddenSkill("xindiaodu"); "step 1"; if (result.bool) { player.logSkill("xindiaodu", trigger.player); trigger.player.draw("nodelay"); trigger.player.addTempSkill("xindiaodu_temp"); } }, }, }, trigger: { player: "phaseUseBegin", }, filter: function (event, player) { return game.hasPlayer(function (current) { return lib.skill.xindiaodu.isFriendOf(current, player) && current.countGainableCards(player, "e") > 0; }); }, direct: true, content: function () { "step 0"; player .chooseTarget(get.prompt2("xindiaodu"), function (card, player, current) { return lib.skill.xindiaodu.isFriendOf(current, player) && current.countGainableCards(player, "e") > 0; }) .setHiddenSkill(event.name).ai = function (target) { var num = 1; if (target.hasSkill("gzxiaoji")) num += 2.5; if (target.isDamaged() && target.getEquip("baiyin")) num += 2.5; if (target.hasSkill("xuanlve")) num += 2; return num; }; "step 1"; if (result.bool) { event.target1 = result.targets[0]; player.logSkill("xindiaodu", event.target1); player.line(event.target1, "xindiaodu"); player.gainPlayerCard(event.target1, "e", true); } else event.finish(); "step 2"; if (result.bool && player.getCards("h").includes(result.cards[0])) { event.card = result.cards[0]; player .chooseTarget("是否将" + get.translation(event.card) + "交给一名其他角色?", function (card, player, current) { return current != player && current != _status.event.target1 && lib.skill.xindiaodu.isFriendOf(current, player); }) .set("target1", event.target1); } else event.finish(); "step 3"; if (result.bool) { var target = result.targets[0]; player.line(target, "green"); player.give(card, target); } }, }, //夏侯玄 olhuanfu: { audio: 2, trigger: { player: "useCardToPlayered", target: "useCardToTargeted", }, filter: function (event, player) { if (event.card.name != "sha") return false; if (player == event.player && !event.isFirstTarget) return false; if (event.olhuanfu_map && event.olhuanfu_map[player.playerid]) return false; return player.maxHp > 0 && player.countCards("he") > 0; }, shaRelated: true, direct: true, content: function () { "step 0"; player .chooseToDiscard("he", [1, player.maxHp], get.prompt("olhuanfu"), "通过弃牌,预测" + (player == trigger.player ? "你" : get.translation(trigger.player)) + "使用的" + get.translation(trigger.card) + "能造成多少伤害。如果弃置的牌数等于总伤害,则你摸两倍的牌。") .set( "predict", (function () { var target = trigger.target; if (player == target) { if (trigger.targets.length > 1 || player.hasShan() || get.effect(player, trigger.card, trigger.player, player) == 0) return 0; } else { var target = trigger.target; if ( trigger.targets.length > 1 || target.mayHaveShan( player, "use", target.getCards("h", i => { return i.hasGaintag("sha_notshan"); }) ) ) return 0; } var num = trigger.getParent().baseDamage; var map = trigger.getParent().customArgs, id = target.playerid; if (map[id]) { if (typeof map[id].baseDamage == "number") num = map[id].baseDamage; if (typeof map[id].extraDamage == "number") num += map[id].extraDamage; } if ( target.hasSkillTag("filterDamage", null, { player: trigger.player, card: trigger.card, }) ) num = 1; return num; })() ) .set("ai", function (card) { var num = _status.event.predict, player = _status.event.player; if (ui.selected.cards.length >= num) return 0; if ( player.countCards("he", function (card) { return get.value(card) < 6 + num; }) < num ) return 0; return 6 + num - get.value(card); }).logSkill = "olhuanfu"; "step 1"; if (result.bool) { player.addTempSkill("olhuanfu_lottery"); var evt = trigger.getParent(); if (!evt.olhuanfu_map) evt.olhuanfu_map = {}; evt.olhuanfu_map[player.playerid] = result.cards.length; } }, ai: { effect: { target: function (card, player, target, current) { if (card.name == "sha" && target.hp > 0 && current < 0 && target.countCards("he") > 0) return 0.7; }, }, }, subSkill: { lottery: { trigger: { global: "useCardAfter" }, forced: true, charlotte: true, filter: function (event, player) { var map = event.olhuanfu_map; if (!map || !map[player.playerid]) return false; var num = 0; event.player.getHistory("sourceDamage", function (evt) { if (evt.card == event.card && evt.getParent().type == "card") num += evt.num; }); return num == map[player.playerid]; }, content: function () { player.draw(2 * trigger.olhuanfu_map[player.playerid]); }, }, }, }, olqingyi: { audio: 2, enable: "phaseUse", usable: 1, filter: function (event, player) { return ( player.hasCard(function (card) { return lib.filter.cardDiscardable(card, player, "olqingyi"); }, "he") && game.hasPlayer(current => lib.skill.olqingyi.filterTarget(null, player, current)) ); }, selectTarget: [1, 2], filterTarget: function (card, player, target) { return target != player && target.countCards("he") > 0; }, multitarget: true, multiline: true, content: function () { "step 0"; var list = [player]; list.addArray(targets); list.sortBySeat(); event.list = list; for (var target of event.list) { if ( !target.hasCard(function (card) { return lib.filter.cardDiscardable(card, target, "olqingyi"); }, "he") ) { event.finish(); break; } } "step 1"; player .chooseCardOL(event.list, "he", true, "清议:选择弃置一张牌", function (card, player) { return lib.filter.cardDiscardable(card, player, "olqingyi"); }) .set("ai", get.unuseful); "step 2"; var lose_list = [], cards = []; for (var i = 0; i < result.length; i++) { var current = event.list[i], card = result[i].cards[0]; lose_list.push([current, result[i].cards]); cards.push(card); } var type = get.type2(cards[0]); for (var i = 1; i < cards.length; i++) { if (get.type2(cards[i]) != type) event.finish(); } game.loseAsync({ lose_list: lose_list, }).setContent("discardMultiple"); "step 3"; event.goto(1); for (var target of event.list) { if ( !target.hasCard(function (card) { return lib.filter.cardDiscardable(card, target, "olqingyi"); }, "he") ) { event.finish(); break; } } }, ai: { threaten: 1.2, order: 9.1, result: { player: function (player) { let min = 24; player.countCards("he", function (card) { min = Math.min(min, get.value(card)); }); if (ui.selected.targets.length == 1) return 1 - min / 6; return 0.75 - min / 48; }, target: function (player, target) { if ( target.hasCard(function (card) { return lib.filter.cardDiscardable(card, player, "olqingyi"); }, "he") ) return -1; return 0; }, }, }, group: "olqingyi_gain", subSkill: { gain: { audio: "olqingyi", trigger: { player: "phaseJieshuBegin" }, direct: true, filter: function (event, player) { var history = player.getHistory("useSkill", evt => evt.skill == "olqingyi"); if (!history.length) return false; var color = false; for (var evt of history) { var list = [player]; list.addArray(evt.targets); for (var target of list) { target.getHistory("lose", function (evtx) { if (color === true || evtx.getParent(2).name != "olqingyi") return false; for (var card of evtx.cards) { if (color === true || get.position(card, true) != "d") continue; var color2 = get.color(card, false); if (!color) color = color2; else if (color != color2) color = true; } }); if (color === true) return true; } } return false; }, content: function () { "step 0"; var history = player.getHistory("useSkill", evt => evt.skill == "olqingyi"), cards = []; for (var evt of history) { var list = [player]; list.addArray(evt.targets); for (var target of list) { target.getHistory("lose", function (evtx) { if (evtx.getParent(2).name != "olqingyi") return false; for (var card of evtx.cards) { if (get.position(card, true) == "d") cards.add(card); } }); } } player .chooseButton(["清议:选择获得两张异色牌", cards], 2) .set("filterButton", function (button) { if (!ui.selected.buttons.length) return true; return get.color(button.link, false) != get.color(ui.selected.buttons[0].link, false); }) .set("ai", function (button) { return get.value(button.link, _status.event.player); }); "step 1"; if (result.bool) { player.logSkill("olqingyi_gain"); player.gain(result.links, "gain2"); } }, }, }, }, olzeyue: { audio: 2, trigger: { player: "phaseZhunbeiBegin" }, limited: true, skillAnimation: true, animationColor: "water", direct: true, filter: function (event, player) { var sources = [], history = player.actionHistory; for (var i = history.length - 1; i >= 0; i--) { if (i < history.length - 1 && history[i].isMe) break; for (var evt of history[i].damage) { if (evt.source && evt.source != player && evt.source.isIn()) sources.add(evt.source); } } for (var source of sources) { var skills = source.getStockSkills("一!", "五!"); for (var skill of skills) { var info = get.info(skill); if (info && !info.charlotte && !get.is.locked(skill, source) && source.hasSkill(skill, null, null, false)) return true; } } return false; }, content: function () { "step 0"; var sources = [], history = player.actionHistory; for (var i = history.length - 1; i >= 0; i--) { if (i < history.length - 1 && history[i].isMe) break; for (var evt of history[i].damage) { if (evt.source && evt.source != player && evt.source.isIn()) sources.add(evt.source); } } sources = sources.filter(function (source) { var skills = source.getStockSkills("一!", "五!"); for (var skill of skills) { var info = get.info(skill); if (info && !info.charlotte && !get.is.locked(skill, source) && source.hasSkill(skill, null, null, false)) return true; } return false; }); player .chooseTarget(get.prompt("olzeyue"), "令一名可选角色的一个非锁定技失效", function (card, player, target) { return _status.event.sources.includes(target); }) .set("sources", sources) .set("ai", function (target) { var player = _status.event.player, att = get.attitude(player, target); if (att >= 0) return 0; return get.threaten(target, player); }); "step 1"; if (result.bool) { var target = result.targets[0]; player.logSkill("olzeyue", target); player.awakenSkill("olzeyue"); event.target = target; var skills = target.getStockSkills("一!", "五!"); skills = skills.filter(function (skill) { var info = get.info(skill); if (info && !info.charlotte && !get.is.locked(skill, target) && target.hasSkill(skill, null, null, false)) return true; }); if (skills.length == 1) event._result = { control: skills[0] }; else player.chooseControl(skills).set("prompt", "令" + get.translation(target) + "的一个技能失效"); } else event.finish(); "step 2"; var skill = result.control; target.disableSkill("olzeyue_" + player.playerid, skill); target.storage["olzeyue_" + player.playerid] = true; player.addSkill("olzeyue_round"); player.markAuto("olzeyue_round", [target]); if (!player.storage.olzeyue_map) player.storage.olzeyue_map = {}; player.storage.olzeyue_map[target.playerid] = 0; game.log(target, "的技能", "#g【" + get.translation(skill) + "】", "被失效了"); }, ai: { threaten: 3 }, subSkill: { round: { trigger: { global: "roundStart" }, forced: true, charlotte: true, popup: false, filter: function (event, player) { var storage = player.getStorage("olzeyue_round"); for (var source of storage) { if (source.isIn() && source.canUse("sha", player, false)) return true; } return false; }, content: function () { "step 0"; event.targets = player.storage.olzeyue_round.slice(0).sortBySeat(); event.target = event.targets.shift(); event.forceDie = true; "step 1"; var map = player.storage.olzeyue_map; if (target.storage["olzeyue_" + player.playerid]) map[target.playerid]++; event.num = map[target.playerid] - 1; if (event.num <= 0) event.finish(); "step 2"; event.num--; target.useCard(player, { name: "sha", isCard: true }, false, "olzeyue_round"); "step 3"; var key = "olzeyue_" + player.playerid; if ( target.storage[key] && player.hasHistory("damage", function (evt) { return evt.card.name == "sha" && evt.getParent().type == "card" && evt.getParent(3) == event; }) ) { for (var skill in target.disabledSkills) { if (target.disabledSkills[skill].includes(key)) game.log(target, "恢复了技能", "#g【" + get.translation(skill) + "】"); } delete target.storage[key]; target.enableSkill(key); } if (event.num > 0 && player.isIn() && target.isIn() && target.canUse("sha", player, false)) { event.goto(2); } else if (event.targets.length > 0) { event.target = event.targets.shift(); event.goto(1); } }, }, }, }, //邓忠 dzkanpo: { audio: 2, trigger: { source: "damageSource" }, filter: function (event, player) { return event.getParent().type == "card" && event.card && event.card.name == "sha" && event.player.countCards("he") > 0; }, logTarget: "player", content: function () { var suit = get.suit(trigger.card); var next = player.gainPlayerCard(trigger.player, "h", "visible"); next.set("suit", suit); next.set("filterButton", function (button) { var evt = _status.event; return get.suit(button.link, evt.target) == evt.suit; }); }, group: "dzkanpo_sha", subSkill: { sha: { enable: "chooseToUse", usable: 1, viewAs: { name: "sha" }, viewAsFilter: function (player) { return player.countCards("hs") > 0; }, filterCard: true, position: "hs", prompt: "将一张手牌当做【杀】使用", check: function (card) { return 6 - get.value(card); }, ai: { respondSha: true, skillTagFilter: function (player) { if (player.getStat("skill").dzkanpo_sha) return false; if (!player.countCards("hs")) return false; }, }, }, }, }, dzgengzhan: { audio: 2, trigger: { global: ["loseAfter", "loseAsyncAfter"], }, usable: 1, filter: function (event, player) { if (event.type != "discard" || event.getlx === false || player == _status.currentPhase || !event.isPhaseUsing()) return false; for (var card of event.cards) { if (get.position(card, true) == "d" && get.name(card, event.hs && event.hs.includes(card) ? event.player : false) == "sha") return true; } }, direct: true, content: function () { "step 0"; var cards = trigger.cards.filter(function (card) { return get.position(card, true) == "d" && get.name(card, trigger.hs && trigger.hs.includes(card) ? trigger.player : false) == "sha"; }); player.chooseButton(["是否发动【更战】获得一张杀?", cards]).set("ai", function (button) { return get.value(button.link, _status.event.player); }); "step 1"; if (result.bool) { player.logSkill("dzgengzhan"); player.gain(result.links, "gain2"); } else player.storage.counttrigger.dzgengzhan--; }, group: "dzgengzhan_add", subSkill: { add: { audio: "dzgengzhan", trigger: { global: "phaseJieshuBegin" }, forced: true, locked: false, filter: function (event, player) { return ( player != event.player && !event.player.hasHistory("useCard", function (evt) { return evt.card.name == "sha"; }) ); }, logTarget: "player", content: function () { player.addTempSkill("dzgengzhan_effect", { player: "phaseUseAfter" }); player.addMark("dzgengzhan_effect", 1, false); game.delayx(); }, }, effect: { onremove: true, charlotte: true, mod: { cardUsable: function (card, player, num) { if (card.name == "sha") return num + player.countMark("dzgengzhan_effect"); }, }, intro: { content: "使用杀的次数上限+#" }, }, }, }, //王衍 yangkuang: { audio: 2, trigger: { player: "recoverEnd" }, filter: function (event, player) { return player.isHealthy(); }, logTarget: function (event, player) { return _status.currentPhase || player; }, check: function (event, player) { var target = _status.currentPhase || player; if (get.attitude(player, target) > 0) return true; if (player.countCards("h") > target.countCards("h")) return true; if (!target.getCardUsable("sha")) return true; return false; }, content: function () { "step 0"; player.chooseUseTarget("jiu", true); "step 1"; var target = _status.currentPhase; if (target) target.draw("nodelay"); player.draw(); }, }, cihuang: { audio: 2, trigger: { global: ["eventNeutralized", "shaMiss"], }, direct: true, filter: function (event, player) { if (event.player != _status.currentPhase || !event.targets || event.targets.length != 1 || event.type != "card" || !player.countCards("he")) return false; return lib.skill.cihuang.getList(player, event.player, true); }, getList: function (player, target, bool) { var natures = lib.inpile_nature.slice(0); var tricks = []; for (var name of lib.inpile) { var info = lib.card[name]; if (!info || info.type != "trick" || info.notarget || (info.selectTarget && info.selectTarget != 1 && (info.selectTarget != -1 || !info.toself))) continue; tricks.push(name); } var history = player.actionHistory; for (var i = history.length - 1; i >= 0; i--) { var info = history[i]; for (var evt of info.useCard) { var name = evt.card.name; if (name == "sha") { if (evt.card.nature) natures.remove(evt.card.nature); } else tricks.remove(name); } if (info.isRound) break; } var vcards = []; for (var i of natures) { if ( player.canUse( { name: "sha", nature: i, isCard: true, }, target ) ) { if (bool) return true; else vcards.push(["基本", "", "sha", i]); } } for (var i of tricks) { if ( player.canUse( { name: i, isCard: true, }, target ) ) { if (bool) return true; else vcards.push(["锦囊", "", i]); } } if (bool) return false; return vcards; }, content: function () { "step 0"; var target = trigger.player; var list = lib.skill.cihuang.getList(player, target); if (_status.connectMode) game.broadcastAll(function () { _status.noclearcountdown = true; }); player.chooseButton([get.prompt("cihuang", target), '
    将一张牌当以下的一张牌对' + get.translation(target) + "使用
    ", [list, "vcard"]]).set("ai", function (button) { var card = { name: button.link[2], nature: button.link[3], storage: { cihuang: true }, }, player = _status.event.player, target = _status.event.getTrigger().player; return get.effect(target, card, player, player); }); "step 1"; if (result.bool) { var card = { name: result.links[0][2], nature: result.links[0][3], storage: { cihuang: true }, }; event.card = card; player .chooseCard("hes", "雌黄:将一张牌当" + get.translation(card) + "对" + get.translation(trigger.player) + "使用", function (card, player) { return player.canUse(get.autoViewAs(_status.event.getParent().card, [card]), _status.event.target, false); }) .set("target", trigger.player) .set("ai", function (card) { if (get.effect(_status.event.target, get.autoViewAs(_status.event.getParent().card, [card]), player) <= 0) return false; return 6 - get.value(card); }); } else event._result = { bool: false }; "step 2"; if (_status.connectMode) { game.broadcastAll(function () { delete _status.noclearcountdown; game.stopCountChoose(); }); } if (result.bool) { player.useCard(get.autoViewAs(event.card, result.cards), result.cards, false, trigger.player, "cihuang").oncard = function (card, player) { _status.event.directHit.addArray(game.filterPlayer()); }; } }, ai: { directHit_ai: true, skillTagFilter: function (player, tag, arg) { return arg && arg.card && arg.card.storage && arg.card.storage.cihuang; }, }, }, sanku: { audio: 2, trigger: { player: "dying" }, forced: true, group: "sanku_nogain", content: function () { "step 0"; player.loseMaxHp(); "step 1"; var num = player.maxHp - player.hp; if (num > 0) player.recover(num); }, ai: { halfneg: true }, subSkill: { nogain: { audio: "sanku", trigger: { player: "gainMaxHpBegin" }, forced: true, content: function () { trigger.cancel(); }, }, }, }, //霍峻 qiongshou: { audio: 2, trigger: { player: "enterGame", global: "phaseBefore", }, forced: true, filter: function (event, player) { if (event.name == "phase" && game.phaseNumber != 0) return false; return player.hasEnabledSlot(); }, content: function () { var list = []; for (var i = 1; i < 6; i++) { for (var j = 0; j < player.countEnabledSlot(i); j++) { list.push(i); } } player.disableEquip(list); player.draw(4); }, mod: { maxHandcard: function (player, num) { return num + 4; }, }, ai: { halfneg: true, combo: "fenrui", threaten: 3.2, }, }, fenrui: { audio: 2, trigger: { player: "phaseJieshuBegin" }, direct: true, onremove: true, filter: function (event, player) { var es = player.countCards("e"); return ( (player.hasDisabledSlot() && player.countCards("he") > 0) || (!player.storage.fenrui && game.hasPlayer(function (current) { return current != player && current.countCards("e") < es; })) ); }, content: function () { "step 0"; if (player.hasDisabledSlot() && player.countCards("he") > 0) { var str = "弃置一张牌,恢复一个装备栏并使用一张对应装备牌"; player.chooseToDiscard("he", get.prompt("fenrui"), str).set("ai", function (card) { return 7 - get.value(card); }).logSkill = "fenrui"; } else event.goto(3); "step 1"; if (result.bool) { player.chooseToEnable().set("ai", function () { var player = _status.event.player; var list = [2, 5, 1, 3, 4]; for (var i of list) { if (player.hasDisabledSlot(i)) return "equip" + i; } }); } else { var es = player.countCards("e"); if ( player.storage.fenrui || !game.hasPlayer(function (current) { return current != player && current.countCards("e") < es; }) ) event.finish(); else event.goto(3); } "step 2"; var func = function (card) { return get.subtype(card, false) == result.control && player.canUse(card, player) && !get.cardtag(card, "gifts"); }; var card = get.discardPile(func) || get.cardPile2(func); if (card) { player.chooseUseTarget(card, true, "nopopup"); } if (player.storage.fenrui) event.finish(); "step 3"; var es = player.countCards("e"); if ( es > 0 && game.hasPlayer(function (current) { return current != player && current.countCards("e") < es; }) ) { player .chooseTarget("是否对一名装备数小于你的角色造成伤害?", "你可以选择一名装备区内牌数小于你的角色,并对其造成X点伤害(X为你与其装备区牌数之差),但此效果每局游戏内仅限一次。", function (card, player, target) { return player != target && player.countCards("e") > target.countCards("e"); }) .set("ai", function (target) { var player = _status.event.player; var num = player.countCards("e") - target.countCards("e"); if (get.attitude(player, target) >= 0) return 0; if (num >= Math.min(2, player.hp, target.hp)) return get.damageEffect(target, player, player); return 0; }); } else event.finish(); "step 4"; if (result.bool) { var target = result.targets[0]; player.logSkill("fenrui_animate", target); player.storage.fenrui = true; player.unmarkSkill("fenrui"); game.delayx(); target.damage(player.countCards("e") - target.countCards("e")); } }, group: "fenrui_animate", mark: true, intro: { content: "王炸尚未使用" }, subSkill: { animate: { skillAnimation: true, animationColor: "fire", }, }, }, //曹宪曹华 huamu: { audio: 6, trigger: { player: "useCardAfter" }, locked: false, filter: function (event, player) { var color = get.color(event.card); if (color == "none") return false; if ( !player.hasHistory("lose", function (evt) { return evt.hs.length > 0 && evt.getParent() == event; }) || !event.cards.filterInD("oe").length ) return false; var history = game.getGlobalHistory("useCard"); var index = history.indexOf(event); if (index < 1) return false; var evt = history[index - 1], color2 = get.color(evt.card); return color != color2 && color2 != "none"; }, prompt2: event => "将" + get.translation(event.cards.filterInD("oe")) + "置于武将牌上", check: function (event, player) { if ( !game.hasPlayer(function (current) { return current.hasSkill("qianmeng", null, null, false) && get.attitude(player, current) > 0; }) ) return false; var cards = event.cards.filterInD("e"); if (!cards.length) return true; var card = cards[0]; if (get.owner(card) == player) { if (get.value(card, player) <= 0) return true; var subtype = get.subtype(card); if ( player.hasCard("hs", function (card) { return get.subtype(card) == subtype && player.canUse(card, player) && get.effect(player, card, player, player) > 0; }) ) return true; } return false; }, content: function () { var cards = trigger.cards.filterInD("oe"); player.addToExpansion(cards, "gain2").gaintag.add("huamu"); }, ai: { reverseOrder: true, combo: "qianmeng", }, mod: { aiOrder: function (player, card, num) { if (typeof card == "object") { var history = game.getGlobalHistory("useCard"); if (!history.length) return; var evt = history[history.length - 1]; if (evt && evt.card && get.color(evt.card) != "none" && get.color(card) != "none" && get.color(evt.card) != get.color(card)) { return num + 4; } } }, }, marktext: "木", intro: { name: "灵杉&玉树", markcount: function (storage, player) { var red = [], black = []; var cards = player.getExpansions("huamu"); for (var i of cards) { var color = get.color(i, false); (color == "red" ? red : black).push(i); } return "" + black.length + "/" + red.length; }, content: "expansion", mark: function (dialog, storage, player) { var red = [], black = []; var cards = player.getExpansions("huamu"); for (var i of cards) { var color = get.color(i, false); (color == "red" ? red : black).push(i); } if (black.length) { dialog.addText("灵杉"); dialog.addSmall(black); } if (red.length) { dialog.addText("玉树"); dialog.addSmall(red); } }, }, }, qianmeng: { audio: 2, trigger: { global: ["loseAfter", "equipAfter", "addJudgeAfter", "gainAfter", "loseAsyncAfter", "addToExpansionAfter"], }, filter: function (event, player) { if (event.name == "addToExpansion") { if (event.gaintag.includes("huamu")) { var cards = event.player.getExpansions("huamu"), red = cards.filter(function (i) { return get.color(i, false) == "red"; }); if (cards.length == red.length || red.length == 0 || cards.length == red.length * 2) return true; } } if (event.name == "lose" && event.getlx !== false) { for (var i in event.gaintag_map) { if (event.gaintag_map[i].includes("huamu")) { var cards = event.player.getExpansions("huamu"), red = cards.filter(function (i) { return get.color(i, false) == "red"; }); return cards.length == red.length || red.length == 0 || cards.length == red.length / 2; } } return false; } return ( game.getGlobalHistory("cardMove", function (evt) { if (evt.name != "lose" || event != evt.getParent()) return false; for (var i in evt.gaintag_map) { if (evt.gaintag_map[i].includes("huamu")) { var cards = evt.player.getExpansions("huamu"), red = cards.filter(function (i) { return get.color(i, false) == "red"; }); return cards.length == red.length || red.length == 0 || cards.length == red.length / 2; } } return false; }).length > 0 ); }, forced: true, content: function () { player.draw(); }, ai: { combo: "huamu" }, }, liangyuan: { enable: "chooseToUse", hiddenCard: function (player, name) { if (name == "tao") { return ( !player.hasSkill("liangyuan_tao", null, null, false) && game.hasPlayer(function (current) { var storage = current.getExpansions("huamu"); return ( storage.length > 0 && storage.filter(function (i) { return get.color(i, false) == "red"; }).length > 0 ); }) ); } else if (name == "jiu") { return ( !player.hasSkill("liangyuan_jiu", null, null, false) && game.hasPlayer(function (current) { var storage = current.getExpansions("huamu"); return ( storage.length > 0 && storage.filter(function (i) { return get.color(i, false) == "black"; }).length > 0 ); }) ); } return false; }, filter: function (event, player) { if (event.type == "wuxie") return false; if ( !player.hasSkill("liangyuan_tao", null, null, false) && event.filterCard(get.autoViewAs({ name: "tao" }, "unsure"), player, event) && game.hasPlayer(function (current) { var storage = current.getExpansions("huamu"); return ( storage.length > 0 && storage.filter(function (i) { return get.color(i, false) == "red"; }).length > 0 ); }) ) return true; if ( !player.hasSkill("liangyuan_jiu", null, null, false) && event.filterCard(get.autoViewAs({ name: "jiu" }, "unsure"), player, event) && game.hasPlayer(function (current) { var storage = current.getExpansions("huamu"); return ( storage.length > 0 && storage.filter(function (i) { return get.color(i, false) == "black"; }).length > 0 ); }) ) return true; return false; }, chooseButton: { dialog: function () { return ui.create.dialog("良缘", [["tao", "jiu"], "vcard"], "hidden"); }, filter: function (button, player) { var evt = _status.event.getParent(); var name = button.link[2], color = name == "tao" ? "red" : "black"; if (player.hasSkill("liangyuan_" + name, null, null, false)) return false; var cards = []; game.countPlayer(function (current) { cards.addArray( current.getExpansions("huamu").filter(function (i) { return get.color(i, false) == color; }) ); }); if (!cards.length) return false; var card = get.autoViewAs({ name: name }, cards); return evt.filterCard(card, player, evt); }, check: function (button) { if (_status.event.getParent().type != "phase") return 1; var player = _status.event.player; var name = button.link[2], color = name == "tao" ? "red" : "black"; var cards = []; game.countPlayer(function (current) { cards.addArray( current.getExpansions("huamu").filter(function (i) { return get.color(i, false) == color; }) ); }); var card = get.autoViewAs({ name: name }, cards); return player.getUseValue(card, null, true); }, backup: function (links, player) { var name = links[0][2], color = name == "tao" ? "red" : "black"; var cards = []; game.countPlayer(function (current) { cards.addArray( current.getExpansions("huamu").filter(function (i) { return get.color(i, false) == color; }) ); }); if (!cards.length) return false; var card = get.autoViewAs({ name: name }, cards); return { viewAs: card, color: color, selectCard: -1, filterCard: () => false, precontent: function () { player.addTempSkill("liangyuan_" + event.result.card.name, "roundStart"); player.logSkill("liangyuan"); var list = [], color = lib.skill.liangyuan_backup.color; var cards = []; game.countPlayer(function (current) { var cardsx = current.getExpansions("huamu").filter(function (i) { return get.color(i, false) == color; }); if (cardsx.length) { cards.addArray(cardsx); list.push([current, cardsx]); current.$throw(cardsx); game.log(current, "将", cardsx, "化作“" + (color == "black" ? "灵杉" : "玉树") + "”良缘"); } }); event.result.cards = cards; delete event.result.skill; event.result._apply_args = { throw: false }; game.loseAsync({ lose_list: list, }).setContent("chooseToCompareLose"); }, }; }, prompt: function (links, player) { var name = links[0][2], color = name == "tao" ? "玉树" : "灵杉"; return "将场上所有的“" + color + "”当做【" + get.translation(name) + "】使用"; }, }, subSkill: { tao: { charlotte: true }, jiu: { charlotte: true }, }, ai: { order: function (item, player) { if (!player) player = _status.event.player; return ( get.order({ name: lib.skill.liangyuan.hiddenCard(player, "jiu") ? "jiu" : "tao", }) + 4 ); }, result: { player: function (player) { if (_status.event.dying) return get.attitude(player, _status.event.dying); return 1; }, }, combo: "huamu", threaten: 3, }, }, jisi: { audio: 2, trigger: { player: "phaseZhunbeiBegin" }, direct: true, limited: true, skillAnimation: true, animationColor: "metal", filter: function (event, player) { var skills = player.getStockSkills("一!", "五!").filter(function (skill) { if (skill == "jisi") return false; var info = get.info(skill); return info && !info.charlotte; }); var history = player.getAllHistory("useSkill"); for (var i of history) { if (skills.includes(i.sourceSkill) || skills.includes(i.skill)) return true; } return false; }, content: function () { "step 0"; var skills2 = []; var skills = player.getStockSkills("只!", "因!").filter(function (skill) { if (skill == "jisi") return false; var info = get.info(skill); return info && !info.charlotte; }); var history = player.getAllHistory("useSkill"); for (var i of history) { if (skills.includes(i.sourceSkill)) skills2.add(i.sourceSkill); if (skills.includes(i.skill)) skills2.add(i.skill); if (skills.length == skills2.length) break; } event.skills2 = skills2; var str = "令一名其他角色获得"; for (var i = 0; i < skills2.length; i++) { str += "〖" + get.translation(skills2[i]) + "〗"; if (i != skills2.length - 1) str += ";"; } if (skills2.length > 1) str += "中的一个技能"; str += "然后你"; if (player.countCards("h") > 0) str += "弃置所有手牌,并"; str += "视为对其使用一张【杀】"; player .chooseTarget(get.prompt("jisi"), str, lib.filter.notMe) .set("ai", function (target) { if (!_status.event.goon) return false; var att = get.attitude(player, target); if (att < 4) return false; var eff = get.effect(target, { name: "sha", isCard: true }, player, player); if (eff >= 0) return att + eff; if (target.hp <= 2) return false; return att / Math.max(1, -eff); }) .set( "goon", (function () { if (player.hasUnknown() || player.identity == "nei") return false; var hs = player.getCards("h"); if (!hs.length || get.value(hs, player) <= 9 - player.hp) return true; return false; })() ); "step 1"; if (result.bool) { var target = result.targets[0]; event.target = target; player.logSkill("jisi", target); player.awakenSkill("jisi"); var list = event.skills2; if (list.length == 0) event._result = { control: list[0] }; player .chooseControl(list) .set("prompt", "令" + get.translation(target) + "获得一个技能") .set("ai", () => _status.event.choice) .set("choice", list.includes("qianmeng") ? "qianmeng" : list.randomGet()); } else event.finish(); "step 2"; target.addSkills(result.control); "step 3"; var num = player.countCards("h"); if (num > 0) player.chooseToDiscard("h", num, true); "step 4"; if (player.canUse("sha", target, false)) player.useCard( false, target, { name: "sha", isCard: true, }, "noai" ); }, }, //周处 shanduan: { audio: 2, init: function (player, name) { player.storage[name] = [1, 2, 3, 4]; }, trigger: { player: "damageEnd" }, filter: (event, player) => player != _status.currentPhase, forced: true, locked: false, content: function () { if (!player.storage.shanduan) player.storage.shanduan = [1, 2, 3, 4]; var list = player.storage.shanduan; for (var i = 0; i < list.length; i++) { var num = list[i], add = true; for (var j = 0; j < list.length; j++) { if (list[j] < num) { add = false; break; } } if (add) { list[i]++; break; } } game.delayx(); }, group: ["shanduan_draw", "shanduan_use", "shanduan_discard"], ai: { notemp: true, threaten: 3.6, }, subSkill: { draw: { audio: "shanduan", trigger: { player: "phaseDrawBegin" }, forced: true, locked: false, filter: function (event, player) { var list = event.getParent()._shanduan; return !list || list.length > 0; }, content: function () { "step 0"; var list = trigger.getParent()._shanduan; if (!list) { trigger.getParent()._shanduan = (player.storage.shanduan || [1, 2, 3, 4]).slice(0); player.storage.shanduan = [1, 2, 3, 4]; } "step 1"; var list = trigger.getParent()._shanduan; if (list.length == 1) event._result = { index: 0 }; else player .chooseControl(list) .set("prompt", "善断:为摸牌阶段的摸牌数分配一个数值") .set("choice", list.indexOf(Math.max.apply(Math, list))) .set("ai", () => _status.event.choice); "step 2"; var list = trigger.getParent()._shanduan; var num = list[result.index]; trigger.num = num; list.remove(num); game.log(player, "给", "#g摸牌阶段的摸牌数", "分配的数值是", "#y" + num); }, }, use: { audio: "shanduan", trigger: { player: "phaseUseBegin" }, forced: true, locked: false, filter: function (event, player) { var list = event.getParent()._shanduan; return !list || list.length > 0; }, content: function () { "step 0"; var list = trigger.getParent()._shanduan; if (!list) { trigger.getParent()._shanduan = (player.storage.shanduan || [1, 2, 3, 4]).slice(0); player.storage.shanduan = [1, 2, 3, 4]; } "step 1"; var list = trigger.getParent()._shanduan; if (list.length == 1) event._result = { index: 0 }; else player .chooseControl(list) .set("prompt", "善断:为攻击范围基数分配一个数值") .set("list", list) .set("ai", function () { var player = _status.event.player, list = _status.event.list, card = { name: "sha" }; if (player.hasSha() && player.hasValueTarget(card, false, true) && !player.hasValueTarget(card, null, true)) { var range = 1; var equips = player.getCards("e"); for (var i = 0; i < equips.length; i++) { var info = get.info(equips[i], false).distance; if (!info) continue; if (info.attackFrom) { range -= info.attackFrom; } } var listx = list.slice(0).sort(); for (var i of listx) { if (i <= range) continue; if ( game.hasPlayer(function (current) { var distance = get.distance(player, current, "attack"); if (distance > 1 && distance <= i - range) return true; return false; }) ) return list.indexOf(i); } } return list.indexOf(Math.min.apply(Math, list)); }); "step 2"; var list = trigger.getParent()._shanduan; var num = list[result.index]; if (!player.storage.shanduan_effect) player.storage.shanduan_effect = {}; player.storage.shanduan_effect.range = num; player.addTempSkill("shanduan_effect"); list.remove(num); game.log(player, "给", "#g攻击范围的基数", "分配的数值是", "#y" + num); if (list.length == 0) event.finish(); else if (list.length == 1) event._result = { index: 0 }; else player .chooseControl(list) .set("prompt", "为使用【杀】的次数上限分配一个数值") .set("list", list) .set("ai", function () { var player = _status.event.player, list = _status.event.list; var sha = player.countCards("hs", function (card) { return get.name(card) == "sha" && player.hasValueTarget(card, null, true); }); var max = player.getCardUsable("sha"); if (sha <= max) { var listx = list.slice(0).sort(); for (var i of listx) { if (max + i >= sha) return list.indexOf(i); } return list.indexOf(Math.max.apply(Math, list)); } return list.indexOf(Math.min.apply(Math, list)); }); "step 3"; var list = trigger.getParent()._shanduan; var num = list[result.index]; if (!player.storage.shanduan_effect) player.storage.shanduan_effect = {}; player.storage.shanduan_effect.sha = num; game.log(player, "给", "#g使用【杀】的次数上限", "分配的数值是", "#y" + num); list.remove(num); }, }, discard: { audio: "shanduan", trigger: { player: "phaseDiscardBegin" }, forced: true, locked: false, filter: function (event, player) { var list = event.getParent()._shanduan; return !list || list.length > 0; }, content: function () { "step 0"; var list = trigger.getParent()._shanduan; if (!list) { trigger.getParent()._shanduan = (player.storage.shanduan || [1, 2, 3, 4]).slice(0); player.storage.shanduan = [1, 2, 3, 4]; } "step 1"; var list = trigger.getParent()._shanduan; if (list.length == 1) event._result = { index: 0 }; else player .chooseControl(list) .set("prompt", "善断:为手牌上限基数分配一个数值") .set("choice", list.indexOf(Math.max.apply(Math, list))) .set("ai", () => _status.event.choice); "step 2"; var list = trigger.getParent()._shanduan; var num = list[result.index]; if (!player.storage.shanduan_effect) player.storage.shanduan_effect = {}; player.storage.shanduan_effect.limit = num; player.addTempSkill("shanduan_effect"); list.remove(num); game.log(player, "给", "#g手牌上限的基数", "分配的数值是", "#y" + num); }, }, effect: { charlotte: true, onremove: true, mod: { attackRangeBase: function (player) { var map = player.storage.shanduan_effect; if (typeof map.range != "number") return; var range = 1; var equips = player.getCards("e", function (card) { return !ui.selected.cards || !ui.selected.cards.includes(card); }); for (var i = 0; i < equips.length; i++) { var info = get.info(equips[i], false).distance; if (!info) continue; if (info.attackFrom) { range -= info.attackFrom; } } return Math.max(range, map.range); }, cardUsable: function (card, player, num) { if (card.name == "sha") { var map = player.storage.shanduan_effect; if (typeof map.sha != "number") return; return num - 1 + map.sha; } }, maxHandcardBase: function (player, num) { var map = player.storage.shanduan_effect; if (typeof map.limit != "number") return; return map.limit; }, }, }, }, }, yilie: { audio: 2, enable: "chooseToUse", hiddenCard: function (player, name) { if (get.type(name) == "basic" && lib.inpile.includes(name) && !player.getStorage("yilie_count").includes(name)) { var hs = player.getCards("hs"); if (hs.length < 2) return false; var bool = false, map = {}; for (var card of hs) { var color = get.color(card); if (!map[color]) map[color] = true; else { bool = true; break; } } return bool; } }, filter: function (event, player) { if (event.type == "wuxie") return false; var list = player.getStorage("yilie_count"); var hs = player.getCards("hs"); if (hs.length < 2) return false; var bool = false, map = {}; for (var card of hs) { var color = get.color(card); if (!map[color]) map[color] = true; else { bool = true; break; } } if (!bool) return false; for (var name of lib.inpile) { if (get.type(name) != "basic" || list.includes(name)) continue; var card = { name }; if (event.filterCard(get.autoViewAs(card, "unsure"), player, event)) return true; if (name == "sha") { for (var nature of lib.inpile_nature) { card.nature = nature; if (event.filterCard(get.autoViewAs(card, "unsure"), player, event)) return true; } } } return false; }, chooseButton: { dialog: function (event, player) { var list = []; var storage = player.getStorage("yilie_count"); for (var i of lib.inpile) { if (get.type(i) != "basic" || storage.includes(i)) continue; var card = { name: i }; if (event.filterCard(get.autoViewAs(card, "unsure"), player, event)) list.push(["基本", "", i]); if (i == "sha") { for (var j of lib.inpile_nature) { card.nature = j; if (event.filterCard(get.autoViewAs(card, "unsure"), player, event)) list.push(["基本", "", i, j]); } } } return ui.create.dialog("义烈", [list, "vcard"], "hidden"); }, check: function (button) { var player = _status.event.player; var evt = _status.event.getParent(); var name = button.link[2], card = { name: name, nature: button.link[3] }; if (name == "shan") return 2; if (evt.type == "dying") { if (get.attitude(player, evt.dying) < 2) return 0; if (name == "jiu") return 2.1; return 1.9; } if (evt.type == "phase") { if (button.link[2] == "jiu") { if (player.getUseValue({ name: "jiu" }) <= 0) return 0; var cards = player.getCards("hs", cardx => get.value(cardx) < 8); cards.sort((a, b) => get.value(a) - get.value(b)); if (cards.some(cardx => get.name(cardx) == "sha" && !cards.slice(0, 2).includes(cardx))) return player.getUseValue({ name: "jiu" }); return 0; } return player.getUseValue(card) / 4; } return 1; }, backup: function (links, player) { return { audio: "yilie", selectCard: 2, filterCard: function (card, player) { var color = get.color(card); if (ui.selected.cards.length) return color == get.color(ui.selected.cards[0]); return player.hasCard(function (cardx) { return card != cardx && get.color(cardx) == color; }, "hs"); }, position: "hs", complexCard: true, check: card => 8 - get.value(card), popname: true, viewAs: { name: links[0][2], nature: links[0][3], }, precontent: function () { var name = event.result.card.name; player.addTempSkill("yilie_count", "roundStart"); player.markAuto("yilie_count", [name]); }, }; }, prompt: function (links, player) { var name = links[0][2]; var nature = links[0][3]; return "将两张颜色相同的手牌当做" + (get.translation(nature) || "") + get.translation(name) + "使用"; }, }, ai: { order: function (item, player) { if (player && _status.event.type == "phase") { var add = false, max = 0; var names = lib.inpile.filter(name => get.type(name) == "basic" && !player.getStorage("yilie_count").includes(name)); if (names.includes("sha")) add = true; names = names.map(namex => { return { name: namex }; }); if (add) lib.inpile_nature.forEach(nature => names.push({ name: "sha", nature: nature })); names.forEach(card => { if (player.getUseValue(card) > 0) { var temp = get.order(card); if (card.name == "jiu") { var cards = player.getCards("hs", cardx => get.value(cardx) < 8); cards.sort((a, b) => get.value(a) - get.value(b)); if (!cards.some(cardx => get.name(cardx) == "sha" && !cards.slice(0, 2).includes(cardx))) temp = 0; } if (temp > max) max = temp; } }); if (max > 0) max -= 0.001; return max; } return 0.5; }, respondShan: true, respondSha: true, fireAttack: true, skillTagFilter: function (player, tag, arg) { if (arg == "respond") return false; var hs = player.getCards("hs"); if (hs.length < 2) return false; var bool = false, map = {}; for (var card of hs) { var color = get.color(card); if (!map[color]) map[color] = true; else { bool = true; break; } } if (!bool) return false; var storage = player.storage.yilie_count; var name; switch (tag) { case "respondShan": name = "shan"; break; default: name = "sha"; break; } if (storage && storage.includes(name)) return false; }, result: { player: function (player) { if (_status.event.dying) return get.attitude(player, _status.event.dying); return 1; }, }, }, subSkill: { count: { charlotte: true, onremove: true }, backup: { audio: "yilie" }, }, }, //赵俨 tongxie: { audio: 2, trigger: { player: "phaseUseBegin" }, direct: true, content: function () { "step 0"; player.chooseTarget(get.prompt("tongxie"), "选择至多两名其他角色作为“同协角色”", lib.filter.notMe, [0, 2]).set("ai", function (target) { return get.attitude(_status.event.player, target); }); "step 1"; if (result.bool) { var targets = result.targets; targets.add(player); player.logSkill("tongxie", targets); player.addTempSkill("tongxie_effect", { player: "phaseBegin" }); player.markAuto("tongxie_effect", targets); var min = player.countCards("h"), min_player = player; for (var i of targets) { if (i == player) continue; var num = i.countCards("h"); if (num < min) { min = num; min_player = i; } else if (num == min) min_player = false; } if (min_player) min_player.draw(); else game.delayx(); } }, subSkill: { effect: { audio: "tongxie", charlotte: true, trigger: { global: "useCardAfter" }, onremove: true, forced: true, popup: false, filter: function (event, player) { if (event.card.name != "sha" || event.targets.length != 1 || !event.targets[0].isIn()) return false; if (event.getParent(2).name == "tongxie_effect") return false; var list = player.getStorage("tongxie_effect"), target = event.targets[0]; if (!list.includes(event.player)) return false; for (var i of list) { if (i == event.player || !i.isIn()) continue; if (!i.canUse("sha", target, false)) continue; if (_status.connectMode && i.countCards("hs") > 0) return true; if (i.hasSha()) return true; } return false; }, content: function () { "step 0"; event.targets = player .getStorage("tongxie_effect") .filter(function (i) { return i !== trigger.player; }) .sortBySeat(); event.target = trigger.targets[0]; "step 1"; var current = targets.shift(); if (current.isIn() && target.isIn() && current.canUse("sha", target, false) && (_status.connectMode || current.hasSha())) { current .chooseToUse( function (card, player, event) { if (get.name(card) != "sha") return false; return lib.filter.filterCard.apply(this, arguments); }, "同协:是否对" + get.translation(target) + "使用一张杀?" ) .set("targetRequired", true) .set("complexSelect", true) .set("filterTarget", function (card, player, target) { if (target != _status.event.sourcex && !ui.selected.targets.includes(_status.event.sourcex)) return false; return lib.filter.targetEnabled.apply(this, arguments); }) .set("sourcex", target) .set("logSkill", "tongxie_effect") .set("addCount", false); if (targets.length > 0) event.redo(); } }, group: ["tongxie_damage", "tongxie_count"], }, damage: { audio: "tongxie", charlotte: true, trigger: { global: "damageBegin4" }, filter: function (event, player) { var list = player.getStorage("tongxie_effect"); if (!list.includes(event.player)) return false; for (var i of list) { if (i != event.player && i.isIn() && !i.hasSkill("tongxie_count2", null, null, false)) return true; } return false; }, forced: true, popup: false, content: function () { "step 0"; event.targets = player .getStorage("tongxie_effect") .filter(function (i) { return i != trigger.player && i.isIn() && !i.hasSkill("tongxie_count2", null, null, false); }) .sortBySeat(); event.num = 0; "step 1"; var target = targets[num]; event.num++; event.target = target; target.chooseBool("同协:是否为" + get.translation(trigger.player) + "阻挡伤害?", "失去1点体力,防止" + get.translation(trigger.player) + "即将受到的" + get.cnNumber(trigger.num) + "点伤害").set("ai", function () { var player = _status.event.player, target = _status.event.getTrigger().player; var trigger = _status.event.getTrigger(); var eff1 = get.damageEffect(target, trigger.source, player, trigger.nature); if (trigger.num > 1) eff1 = Math.min(-1, eff1) * trigger.num; var eff2 = get.effect(player, { name: "losehp" }, player, player); return eff2 > eff1; }); "step 2"; if (result.bool) { target.logSkill("tongxie_damage", trigger.player); trigger.cancel(); target.loseHp(); } else if (num < targets.length) event.goto(1); }, }, count: { trigger: { global: "loseHpEnd" }, charlotte: true, forced: true, firstDo: true, popup: false, silent: true, filter: function (event, player) { return player.getStorage("tongxie_effect").includes(event.player); }, content: function () { trigger.player.addTempSkill("tongxie_count2"); }, }, count2: { charlotte: true }, }, }, //群马超 olzhuiji: { mod: { globalFrom: function (from, to) { if (from.hp >= to.hp) return -Infinity; }, }, trigger: { player: "useCardToPlayered" }, shaRelated: true, filter: function (event, player) { return event.card.name == "sha" && event.target.countCards("he") > 0 && get.distance(player, event.target) == 1; }, forced: true, logTarget: "target", content: function () { "step 0"; var target = trigger.target; event.target = target; if (target.countCards("e") == 0) event._result = { index: 0 }; else target .chooseControl() .set("choiceList", ["弃置一张牌", "重铸装备区的所有牌"]) .set("ai", function (card) { var min = Infinity, equ = 0, es = player.getCards("e"), hs = player.getCards("he"); for (var i of hs) { var val = get.value(i); min = Math.min(min, val); if (es.includes(i)) equ += val; } equ /= es.length; if (min < equ - 1) return 0; return 1; }); "step 1"; if (result.index == 0) { target.chooseToDiscard("he", true); } else { target.recast(target.getCards("e", lib.filter.cardRecastable)); } }, }, //蒲元 olshengong: { audio: 2, enable: "phaseUse", usable: 3, filter: function (event, player) { var list = ["equip1", "equip2", "others"]; for (var i = 0; i < list.length; i++) { if (player.hasSkill("olshengong_" + list[i], null, null, false)) list.splice(i--, 1); } if (!list.length) return false; return player.hasCard(function (card) { var type = get.type(card); if (type != "equip") return false; var subtype = get.subtype(card); if (subtype != "equip1" && subtype != "equip2") subtype = "others"; return list.includes(subtype); }, "eh"); }, filterCard: function (card, player) { var type = get.type(card); if (type != "equip") return false; var subtype = get.subtype(card); if (subtype != "equip1" && subtype != "equip2") subtype = "others"; return !player.hasSkill("olshengong_" + subtype, null, null, false); }, position: "he", check: function (card) { var val = 7.52 - get.value(card); if (val <= 0) return 0; var player = _status.event.player; if (player.getStorage("olshengong_destroy").includes(card)) val += 2; return val; }, content: function () { "step 0"; var subtype = get.subtype(cards[0]); if (subtype != "equip1" && subtype != "equip2") subtype = "others"; player.addTempSkill("olshengong_" + subtype, "phaseUseAfter"); var send = function () { game.me.chooseControl("助力锻造!", "妨碍锻造!", "什么都不做"); game.resume(); }; var sendback = function (result, player) { if (result) { var index = result.index; game.log(player, "选择了", ["#b助力锻造", "#g妨碍锻造", "#b什么都不做"][index]); if (index > 1) return; var card = get.cards()[0]; if (!card) return; game.log(player, "展示了", card); event.cardsx.push(card); event.cards2[index].push(card); game.broadcastAll( function (id, card, name, index) { var dialog = get.idDialog(id); if (!dialog) return; var button = ui.create.button(card, "card", dialog.buttonss[index]); button.querySelector(".info").innerHTML = name + "|" + get.strNumber(card.number); }, event.videoId, card, (function (target) { if (target._tempTranslate) return target._tempTranslate; var name = target.name; if (lib.translate[name + "_ab"]) return lib.translate[name + "_ab"]; return get.translation(name); })(player), index ); } }; event.players = game.filterPlayer(); event.cardsx = []; event.cards2 = [[], []]; event.videoId = lib.status.videoId++; event.ai_targets = []; game.broadcastAll( function (name, id) { var dialog = ui.create.dialog(name + "发起了“锻造”", "hidden", "forcebutton"); dialog.videoId = id; dialog.classList.add("scroll1"); dialog.classList.add("scroll2"); dialog.classList.add("fullwidth"); dialog.classList.add("fullheight"); ui.arena.classList.add("choose-to-move"); dialog.buttonss = []; var list = ["协力锻造的玩家", "妨碍锻造的玩家"]; for (var i = 0; i < list.length; i++) { dialog.add('
    ' + list[i] + "
    "); var buttons = ui.create.div(".buttons", dialog.content); dialog.buttonss.push(buttons); buttons.classList.add("popup"); buttons.classList.add("guanxing"); } dialog.open(); }, get.translation(player), event.videoId ); for (var i = 0; i < event.players.length; i++) { if (event.players[i] == player) { sendback({ index: 0 }, player); } else if (event.players[i].isOnline()) { event.withol = true; event.players[i].send(send); event.players[i].wait(sendback); } else if (event.players[i] == game.me) { event.withme = true; game.me.chooseControl("助力锻造!", "妨碍锻造!", "什么都不做"); if (_status.connectMode) game.me.wait(sendback); } else { event.ai_targets.push(event.players[i]); if (_status.connectMode) event.players[i].showTimer(); } } if (event.ai_targets.length) { event.ai_targets.randomSort(); setTimeout(function () { event.interval = setInterval(function () { var target = event.ai_targets.shift(); var att = get.attitude(target, player); var num = 2; if (att > 0) num = 0; else if (att < 0) num = 1; sendback({ index: num }, target); if (_status.connectMode) target.hideTimer(); if (!event.ai_targets.length) { clearInterval(event.interval); if (event.withai) game.resume(); } }, 750); }, 500); } "step 1"; if (event.withme) { if (_status.connectMode) game.me.unwait(result); else { var index = result.index; game.log(game.me, "选择了", ["#b助力锻造", "#g妨碍锻造", "#b什么都不做"][index]); if (index > 1) return; var card = get.cards()[0]; if (!card) return; game.log(game.me, "展示了", card); event.cardsx.push(card); event.cards2[index].push(card); game.broadcastAll( function (id, card, name, index) { var dialog = get.idDialog(id); if (!dialog) return; var button = ui.create.button(card, "card", dialog.buttonss[index]); button.querySelector(".info").innerHTML = name + "|" + get.strNumber(card.number); }, event.videoId, card, (function (target) { if (target._tempTranslate) return target._tempTranslate; var name = target.name; if (lib.translate[name + "_ab"]) return lib.translate[name + "_ab"]; return get.translation(name); })(game.me), index ); } } "step 2"; if (event.withol && !event.resultOL) { game.pause(); } "step 3"; if (event.ai_targets.length > 0) { event.withai = true; game.pause(); } "step 4"; game.broadcastAll(function () { setTimeout(function () { ui.arena.classList.remove("choose-to-move"); }, 500); }); game.delay(2); var num1 = 0, num2 = 0; for (var i of event.cards2[0]) num1 += get.number(i, false); for (var i of event.cards2[1]) num2 += get.number(i, false); var result = 2; if (num1 < num2) result = 0; else if (num2 > 0) result = 1; event.duanzao_result = result; game.broadcastAll( function (id, result) { var dialog = get.idDialog(id); if (dialog) dialog.content.firstChild.innerHTML = ["锻造失败…", "锻造成功", "完美锻造!"][result]; }, event.videoId, result ); "step 5"; game.cardsGotoOrdering(event.cardsx); game.broadcastAll("closeDialog", event.videoId); "step 6"; var subtype = get.subtype(cards[0]); if (subtype != "equip1" && subtype != "equip2") subtype = "others"; var card_map = { equip1: [ ["diamond", 13, "bintieshuangji"], ["diamond", 1, "wuxinghelingshan"], ["spade", 13, "wutiesuolian"], ["diamond", 12, "wushuangfangtianji"], ["spade", 6, "chixueqingfeng"], ["spade", 5, "guilongzhanyuedao"], ], equip2: [ ["club", 1, "huxinjing"], ["club", 2, "heiguangkai"], ["spade", 2, "linglongshimandai"], ["club", 1, "hongmianbaihuapao"], ["spade", 2, "qimenbagua"], ["spade", 9, "guofengyupao"], ], others: [ ["diamond", 1, "zhaogujing"], ["spade", 5, "sanlve"], ["club", 12, "tianjitu"], ["spade", 2, "taigongyinfu"], ["diamond", 1, "shufazijinguan"], ["club", 4, "xuwangzhimian"], ], }; if (!_status.olshengong_map) _status.olshengong_map = {}; if (!_status.olshengong_maken) _status.olshengong_maken = {}; var list = card_map[subtype]; for (var i = 0; i < list.length; i++) { var name = list[i][2]; if (!lib.card[name] || _status.olshengong_map[name]) { list.splice(i--, 1); } } if (!list.length) event.finish(); else player.chooseButton(["请选择一种装备牌", [list.randomGets(event.duanzao_result + 1), "vcard"]], true).set("ai", function (button) { return get.value({ name: button.link[2] }, player, "raw"); }); "step 7"; var name = result.links[0][2]; var card; if (_status.olshengong_maken[name]) card = _status.olshengong_maken[name]; else { card = game.createCard2(name, result.links[0][0], result.links[0][1]); _status.olshengong_maken[name] = card; } event.card = card; player.addSkill("olshengong_destroy"); player.markAuto("olshengong_destroy", [card]); if ( !game.hasPlayer(function (current) { return current.canEquip(card); }) ) { event.finish(); return; } player .chooseTarget(true, "将" + get.translation(card) + "置于一名角色的装备区内", function (card, player, target) { return target.canEquip(_status.event.card, true); }) .set("card", card) .set("ai", function (target) { var card = _status.event.getParent().card, player = _status.event.player; return get.effect(target, card, player, player); }); "step 8"; if (result.bool) { _status.olshengong_map[card.name] = true; var target = result.targets[0]; player.line(target, "green"); target.$gain2(card); game.delayx(); target.equip(card); } }, ai: { order: 10, result: { player: 1 }, }, subSkill: { equip1: { charlotte: true }, equip2: { charlotte: true }, others: { charlotte: true }, destroy: { trigger: { global: ["loseEnd", "cardsDiscardEnd"] }, forced: true, charlotte: true, popup: false, onremove: true, filter: function (event, player) { if (event.name == "lose" && event.position != ui.discardPile) return false; var storage = player.storage.olshengong_destroy; if (!storage) return false; for (var i of event.cards) { if (storage.includes(i)) return true; } return false; }, content: function () { var cards = []; var storage = player.storage.olshengong_destroy; for (var i of trigger.cards) { if (storage.includes(i)) { delete _status.olshengong_map[i.name]; storage.remove(i); cards.push(i); } } game.cardsGotoSpecial(cards); game.log(cards, "被移出了游戏"); player.addTempSkill("olshengong_draw"); player.addMark("olshengong_draw", cards.length, false); if (!storage.length) player.removeSkill("olshengong_destroy"); }, }, draw: { audio: "olshengong", trigger: { global: "phaseJieshuBegin" }, forced: true, charlotte: true, onremove: true, filter: function (event, player) { return player.countMark("olshengong_draw") > 0; }, content: function () { player.draw(player.countMark("olshengong_draw")); }, }, }, }, olqisi: { audio: 2, trigger: { player: "phaseDrawBegin2" }, filter: function (event, player) { return !event.numFixed && event.num > 0; }, check: function (event, player) { if (player.hasEmptySlot(2) || player.hasEmptySlot(5) || player.hasEmptySlot(1)) return true; return false; }, prompt2: "摸牌阶段开始时,你可以少摸一张牌并声明一种装备牌的副类别,然后从牌堆或弃牌堆中获得一张该副类别的牌。", content: function () { "step 0"; player .chooseControl("equip1", "equip2", "equip6", "equip5") .set("prompt", "选择获得一种副类别的装备牌") .set("ai", function (card) { if (player.hasEmptySlot(2)) return "equip2"; if (player.hasEmptySlot(5)) return "equip5"; if (player.hasEmptySlot(1)) return "equip1"; return "equip6"; }); "step 1"; var card = get.cardPile(function (card) { var type = get.subtype(card); if (result.control == "equip6") return type == "equip3" || type == "equip4"; return type == result.control; }); if (card) { trigger.num--; player.gain(card, "gain2"); } }, group: "olqisi_init", subSkill: { init: { audio: "olqisi", trigger: { global: "phaseBefore", player: "enterGame", }, forced: true, locked: false, filter: function (event, player) { return event.name != "phase" || game.phaseNumber == 0; }, content: function () { "step 0"; var i = 0; var list = []; while (i++ < 2) { var card = get.cardPile(function (card) { if (get.type(card) != "equip") return false; return list.length == 0 || get.subtype(card) != get.subtype(list[0]); }); if (card) list.push(card); } if (!list.length) { event.finish(); return; } event.list = list; player.gain(event.list, "gain2"); "step 1"; game.delay(1); var card = event.list.shift(); if (player.getCards("h").includes(card)) { player.$give(card, player, false); player.equip(card); } if (event.list.length) event.redo(); }, }, }, }, //蒲元衍生 zhaogujing_skill: { equipSkill: true, trigger: { player: "phaseUseEnd" }, direct: true, filter: function (event, player) { return player.hasCard(function (card) { if (_status.connectMode) return true; var type = get.type(card, player); return type == "basic" || type == "trick"; }, "h"); }, content: function () { "step 0"; player .chooseCard("h", get.prompt("zhaogujing_skill"), "展示并视为使用一张基本牌或普通锦囊牌", function (card, player) { var type = get.type(card, player); return type == "basic" || type == "trick"; }) .set("ai", function (card) { var player = _status.event.player, name = get.name(card, player); if (name == "jiu") return 0; return player.getUseValue({ name: name, nature: get.nature(card, player), isCard: true, }); }); "step 1"; if (result.bool) { player.logSkill("zhaogujing_skill"); player.showCards(result.cards, get.translation(player) + "发动了【照骨镜】"); var card = { name: get.name(result.cards[0], player), nature: get.nature(result.cards[0], player), isCard: true, }; player.chooseUseTarget(card, true, false); } }, }, sanlve_skill: { equipSkill: true, mod: { maxHandcard: function (player, num) { return num + 1; }, attackRange: function (player, num) { return num + 1; }, cardUsable: function (card, player, num) { if (card.name == "sha") return num + 1; }, }, }, xuwangzhimian: { equipSkill: true, trigger: { player: "phaseDrawBegin2" }, forced: true, filter: function (event, player) { return !event.numFixed; }, content: function () { trigger.num += 2; }, mod: { maxHandcard: function (player, num) { return num - 1; }, }, }, shufazijinguan_skill: { equipSkill: true, trigger: { player: "phaseZhunbeiBegin", }, direct: true, content: function () { "step 0"; player .chooseTarget(get.prompt("shufazijinguan"), "对一名其他角色造成1点伤害", function (card, player, target) { return player != target; }) .set("ai", function (target) { return get.damageEffect(target, player, player); }); "step 1"; if (result.bool) { player.logSkill("shufazijinguan_skill", result.targets[0]); result.targets[0].damage(); } }, }, qimenbagua: { equipSkill: true, trigger: { target: "useCardToBefore" }, forced: true, filter: function (event, player) { if (event.card.name != "sha") return false; if (player.hasSkillTag("unequip2")) return false; if ( event.player.hasSkillTag("unequip", false, { name: event.card ? event.card.name : null, target: player, card: event.card, }) ) return false; return true; }, content: function () { trigger.cancel(); }, ai: { effect: { target_use(card, player, target) { if (card.name != "sha") return; if ( target.hasSkillTag("unequip2") || player.hasSkillTag("unequip", false, { name: card ? card.name : null, target: player, card: card, }) || player.hasSkillTag("unequip_ai", false, { name: card ? card.name : null, target: player, card: card, }) ) return; return "zerotarget"; }, }, }, }, guofengyupao: { equipSkill: true, mod: { targetEnabled: function (card, player, target) { if (player == target || get.type(card) != "trick") return; if (target.hasSkillTag("unequip2")) return; if ( player.hasSkillTag("unequip", false, { name: card ? card.name : null, target: player, card: card, }) ) return; return false; }, }, }, hongmianbaihuapao_skill: { equipSkill: true, trigger: { player: "damageBegin4", }, filter: function (event, player) { if (!event.hasNature("linked")) return false; if (player.hasSkillTag("unequip2")) return false; if ( event.source && event.source.hasSkillTag("unequip", false, { name: event.card ? event.card.name : null, target: player, card: event.card, }) ) return false; return true; }, forced: true, content: function () { trigger.cancel(); }, ai: { nofire: true, nothunder: true, effect: { target: function (card, player, target, current) { if (!get.tag(card, "natureDamage")) return; if ( !target.hasSkillTag("unequip2") && !player.hasSkillTag("unequip", false, { name: card ? card.name : null, target: player, card: card, }) && !player.hasSkillTag("unequip_ai", false, { name: card ? card.name : null, target: player, card: card, }) ) return "zerotarget"; }, }, }, }, linglongshimandai_skill: { equipSkill: true, trigger: { target: "useCardToTargeted", }, filter: function (event, player) { if ((event.targets && event.targets.length > 1) || event.player == player) return false; if (player.hasSkillTag("unequip2")) return false; var evt = event.getParent(); if ( evt.player && evt.player.hasSkillTag("unequip", false, { name: evt.card ? evt.card.name : null, target: player, card: evt.card, }) ) return false; return true; }, audio: true, check: function (event, player) { return get.effect(player, event.card, event.player, player) <= 0; }, prompt2: event => "进行一次判定。若结果为♥,则" + get.translation(event.card) + "对你无效", content: function () { "step 0"; player.judge("linglongshimandai", function (card) { return get.suit(card) == "heart" ? 1.5 : -0.5; }).judge2 = function (result) { return result.bool ? true : false; }; "step 1"; if (result.judge > 0) { trigger.getParent().excluded.add(player); } }, ai: { effect: { target_use(card, player, target, effect) { if ( effect > 0 || player.hasSkillTag("unequip", false, { name: card ? card.name : null, target: player, card: card, }) || player.hasSkillTag("unequip_ai", false, { name: card ? card.name : null, target: player, card: card, }) ) return; return 0.75; }, }, }, }, bintieshuangji_skill: { trigger: { player: "shaMiss" }, filter: function (event, player) { return player.hp > 0; }, prompt2: function (event, player) { var prompt = "失去1点体力,然后"; var cards = event.cards.filterInD(); if (cards.length) prompt += "获得" + get.translation(cards) + "、"; prompt += "摸一张牌、本回合使用【杀】的次数上限+1"; return prompt; }, check: function (event, player) { if (get.effect(player, { name: "losehp" }, player, player) > 0) return true; return player.hp > event.target.hp && event.cards.filterInD().length > 0; }, content: function () { "step 0"; player.loseHp(); "step 1"; var cards = trigger.cards.filterInD(); if (cards.length) player.gain(cards, "gain2"); player.draw(); "step 2"; player.addTempSkill("bintieshuangji_skill_effect"); player.addMark("bintieshuangji_skill_effect", 1, false); }, subSkill: { effect: { charlotte: true, intro: { content: "使用【杀】的次数上限+#" }, onremove: true, mod: { cardUsable: function (card, player, num) { if (card.name == "sha") return num + player.countMark("bintieshuangji_skill_effect"); }, }, }, }, }, chixueqingfeng: { equipSkill: true, trigger: { player: "useCardToPlayered" }, filter: function (event) { return event.card.name == "sha"; }, logTarget: "target", forced: true, content: function () { var target = trigger.target; target.addTempSkill("chixueqingfeng2"); target.markAuto("chixueqingfeng2", [trigger.card]); }, ai: { unequip_ai: true, directHit_ai: true, skillTagFilter: function (player, tag, arg) { if (arg && arg.card && arg.card.name == "sha") return true; return false; }, }, }, chixueqingfeng2: { equipSkill: true, trigger: { global: "useCardAfter" }, forced: true, charlotte: true, popup: false, firstDo: true, onremove: true, filter: function (event, player) { return player.storage.chixueqingfeng2 && player.storage.chixueqingfeng2.includes(event.card); }, content: function () { player.storage.chixueqingfeng2.remove(trigger.card); if (!player.storage.chixueqingfeng2.length) player.removeSkill("chixueqingfeng2"); }, mark: true, marktext: "※", intro: { content: "防具技能无效,且不能使用或打出手牌", }, mod: { cardEnabled2: function (card) { if (get.position(card) == "h") return false; }, }, ai: { unequip2: true, }, }, guilongzhanyuedao: { equipSkill: true, trigger: { player: "useCard" }, forced: true, filter: function (event, player) { return event.card && event.card.name == "sha" && get.color(event.card) == "red"; }, content: function () { trigger.directHit.addArray(game.players); }, ai: { unequip_ai: true, directHit_ai: true, skillTagFilter: function (player, tag, arg) { if (arg && arg.card && arg.card.name == "sha" && get.color(arg.card) == "red") return true; return false; }, }, }, wushuangfangtianji_skill: { equipSkill: true, trigger: { source: "damageSource", }, filter: function (event, player) { return event.card && event.card.name == "sha" && event.getParent().type == "card"; }, direct: true, content: function () { "step 0"; var target = trigger.player; var choices = ["摸一张牌"]; if ( target.hasCard(function (card) { return lib.filter.canBeDiscarded(card, player, target); }, "he") ) choices.push("弃置" + get.translation(target) + "的一张牌"); player .chooseControl("cancel2") .set("choiceList", choices) .set("prompt", get.prompt("wushuangfangtianji_skill")) .set("ai", function () { var player = _status.event.player, target = _status.event.getTrigger().player; if ( target.hasCard(function (card) { return lib.filter.canBeDiscarded(card, player, target); }, "he") && get.effect(target, { name: "guohe_copy2" }, player, player) > get.effect(player, { name: "draw" }, player, player) ) return 1; return 0; }); "step 1"; if (result.control == "cancel2") return; if (result.index == 0) { player.logSkill("wushuangfangtianji_skill"); player.draw(); } else { var target = trigger.player; player.logSkill("wushuangfangtianji_skill", target); player.discardPlayerCard(target, "he", true); } }, }, //芮姬 qiaoli: { onChooseToUse: function (event) { if (event.type == "phase" && !game.online && !(event.qiaoli_equip1 && event.qiaoli_noequip1)) { var player = event.player; var evt = event.getParent("phaseUse"); if ( player.getHistory("useCard", function (evtx) { return evtx.getParent("phaseUse") == evt && evtx.skill == "qiaoli" && get.subtype(evtx.cards[0]) == "equip1"; }).length ) event.set("qiaoli_equip1", true); if ( player.getHistory("useCard", function (evtx) { return evtx.getParent("phaseUse") == evt && evtx.skill == "qiaoli" && get.subtype(evtx.cards[0]) != "equip1"; }).length ) event.set("qiaoli_noequip1", true); } }, audio: 2, enable: "phaseUse", viewAs: { name: "juedou", qiaoli: true, }, filterCard: function (card, player) { if (get.type(card) != "equip") return false; var event = _status.event; if (get.subtype(card) == "equip1" && event.qiaoli_equip1) return false; if (get.subtype(card) != "equip1" && event.qiaoli_noequip1) return false; return true; }, viewAsFilter: function (player) { return ( player.isPhaseUsing() && player.hasCard(function (card) { return lib.skill.qiaoli.filterCard(card, player); }, "hes") ); }, check: function (card) { if (get.position(card) == "e") return 7.5 - get.value(card); return 12 - _status.event.player.getUseValue(card); }, position: "hes", precontent: function () { player.addTempSkill("qiaoli_norespond"); player.addTempSkill("qiaoli_effect"); }, ai: { directHit_ai: true, skillTagFilter: function (player, tag, arg) { return arg && arg.card && arg.card.name == "juedou" && _status.event.skill == "qiaoli"; }, }, subSkill: { norespond: { charlotte: true, trigger: { player: "useCard1" }, filter: function (event, player) { return event.card.qiaoli && get.subtype(event.cards[0]) != "equip1"; }, forced: true, popup: false, content: function () { player.addTempSkill("qiaoli_gain"); trigger.directHit.addArray(game.players); game.log(trigger.card, "不可被响应"); }, }, effect: { charlotte: true, trigger: { source: "damageSource" }, filter: function (event, player) { return event.card && event.cards && event.card.qiaoli && get.subtype(event.cards[0]) == "equip1"; }, forced: true, popup: false, content: function () { "step 0"; var card = trigger.cards[0]; var num = 1; var info = get.info(card, false); if (info && info.distance && typeof info.distance.attackFrom == "number") num -= info.distance.attackFrom; player.draw(num); "step 1"; var cards = result; if (get.itemtype(cards) != "cards") { event.finish(5); return; } var hs = player.getCards("h"); cards = cards.filter(function (card) { return hs.includes(card); }); if (!cards.length) { event.finish(5); return; } event.cards = cards; if (_status.connectMode) game.broadcastAll(function () { _status.noclearcountdown = true; }); event.given_map = {}; "step 2"; player.chooseCardTarget({ filterCard: function (card) { return _status.event.cards.includes(card) && !card.hasGaintag("qiaoli_given"); }, cards: cards, filterTarget: lib.filter.notMe, selectCard: [1, cards.length], prompt: "是否将获得的牌分配给其他角色?", ai1: function (card) { return -1; }, ai2: function (target) { return -1; }, }); "step 3"; if (result.bool) { var res = result.cards, target = result.targets[0].playerid; player.addGaintag(res, "qiaoli_given"); cards.removeArray(res); if (!event.given_map[target]) event.given_map[target] = []; event.given_map[target].addArray(res); if (cards.length) event.goto(2); } "step 4"; if (_status.connectMode) { game.broadcastAll(function () { delete _status.noclearcountdown; }); game.stopCountChoose(); } for (var i in event.given_map) { var source = (_status.connectMode ? lib.playerOL : game.playerMap)[i]; player.line(source, "green"); source.gain(event.given_map[i], player, "giveAuto"); } event.next.sort(function (a, b) { return lib.sort.seat(a.player, b.player); }); }, }, gain: { charlotte: true, audio: "qiaoli", trigger: { player: "phaseJieshuBegin" }, forced: true, content: function () { var card = get.cardPile2(function (card) { return get.type(card) == "equip"; }); if (card) player.gain(card, "gain2"); }, }, }, }, qingliang: { audio: 2, trigger: { target: "useCardToTarget" }, filter: function (event, player) { if (event.targets.length != 1) return false; var bool1 = event.card.name == "sha"; var bool2 = get.type2(event.card) == "trick" && get.tag(event.card, "damage"); if (!bool1 && !bool2) return false; return player != event.player && player.countCards("h") > 0; }, usable: 1, logTarget: "player", check: function (event, player) { if (get.attitude(player, event.player) > 0 || event.player.hasSkillTag("nogain")) return true; var eff = get.effect(player, event.card, event.player, player); if (eff >= 0) return false; var suits = [], banned = [], hs = player.getCards("h"); for (var i of hs) { var suit = get.suit(i, player); suits.add(suit); if (!lib.filter.cardDiscardable(i, player, "qingliang")) banned.add(suit); } suits.removeArray(banned); for (var i of suits) { var cards = player.getCards("h", function (card) { return get.suit(card, player) == i; }); if (-eff / 2 - get.value(cards, player) > 0) return true; } return false; }, content: function () { "step 0"; player.showHandcards(get.translation(player) + "发动了【清靓】"); "step 1"; var suits = [], banned = [], hs = player.getCards("h"); for (var i of hs) { var suit = get.suit(i, player); suits.add(suit); if (!lib.filter.cardDiscardable(i, player, "qingliang")) banned.add(suit); } if (suits.length > banned.length) { player .chooseControl() .set("choiceList", ["和" + get.translation(trigger.player) + "各摸一张牌", "弃置一种花色的所有手牌,令" + get.translation(trigger.card) + "对自己无效"]) .set("ai", function () { var player = _status.event.player, event = _status.event.getTrigger(); if (get.attitude(player, event.player) > 0 || event.player.hasSkillTag("nogain")) return 0; return 1; }); event.suits = suits; suits.removeArray(banned); suits.sort(); } else { event._result = { index: 0 }; } "step 2"; if (result.index == 0) { var list = [player, trigger.player].sortBySeat(); list[0].draw("nodelay"); list[1].draw(); event.finish(); } else { if (event.suits.length == 1) event._result = { control: event.suits[0] }; else player .chooseControl(event.suits) .set("prompt", "选择弃置一种花色的所有牌") .set("ai", function () { var player = _status.event.player, list = _status.event.controls.slice(0); var gett = function (suit) { var cards = player.getCards("h", function (card) { return get.suit(card, player) == suit; }); return get.value(cards); }; return list.sort(function (b, a) { return gett(b) - gett(a); })[0]; }); } "step 3"; var cards = player.getCards("h", function (card) { return get.suit(card) == result.control; }); if (cards.length) player.discard(cards); trigger.targets.remove(player); trigger.getParent().triggeredTargets2.remove(player); trigger.untrigger(); }, }, //卫兹 yuanzi: { audio: 2, trigger: { global: "phaseZhunbeiBegin" }, logTarget: "player", filter: function (event, player) { return player != event.player && event.player.isIn() && player.countCards("h") > 0 && !player.hasSkill("yuanzi_round", null, null, false); }, check: function (event, player) { if (event.player.hasJudge("lebu") || get.attitude(player, event.player) < 2) return false; return game.hasPlayer(function (current) { return current !== player && current !== event.player && event.player.inRange(current) && get.attitude(event.player, current) < 0; }); }, content: function () { var cards = player.getCards("h"); player.give(cards, trigger.player); player.addTempSkill("yuanzi_effect"); player.addTempSkill("yuanzi_round", "roundStart"); }, subSkill: { effect: { charlotte: true, audio: "yuanzi", trigger: { global: "damageSource" }, forced: true, filter: function (event, player) { var source = event.source; return source && source == _status.currentPhase && player.countCards("h") <= source.countCards("h"); }, content: function () { player.draw(2); }, }, round: { charlotte: true }, }, }, liejie: { audio: 2, trigger: { player: "damageEnd" }, direct: true, filter: function (event, player) { return player.countCards("he") > 0; }, content: function () { "step 0"; var source = trigger.source; var prompt2 = "弃置至多三张牌并摸等量的牌"; if (source) prompt2 += ",若弃置的牌中有红色牌,则弃置" + get.translation(source) + "至多等量的牌"; var next = player.chooseToDiscard("he", [1, 3], get.prompt("liejie"), prompt2); next.set("ai", function (card) { return 6 - get.value(card); }); if (source) next.logSkill = ["liejie", source]; else next.logSkill = "liejie"; "step 1"; if (result.bool) { var cards = result.cards; player.draw(cards.length); if (trigger.source) { var num = cards.filter(function (i) { return get.color(i, player) == "red"; }).length; if (num > 0) player.discardPlayerCard(trigger.source, "he", [1, num]).set("forceAuto", true); } } }, }, //滕芳兰 luochong: { audio: 2, trigger: { player: ["phaseZhunbeiBegin", "damageEnd"] }, direct: true, filter: function (event, player) { if (event.name == "damage") { var history = player.getHistory("damage"); if (history.indexOf(event) != 0) return false; } var storage1 = player.storage.luochong_round, storage2 = player.getStorage("luochong"); if (!storage1) storage1 = [[], []]; for (var i = 0; i < 4; i++) { if ( !storage1[0].includes(i) && !storage2.includes(i) && game.hasPlayer(function (current) { return !storage1[1].includes(current) && lib.skill.luochong.filterx[i](current); }) ) return true; } return false; }, filterx: [target => target.isDamaged(), () => true, target => target.countCards("he") > 0, () => true], onremove: true, content: function () { "step 0"; var list = []; var choiceList = ["令一名角色回复1点体力。", "令一名角色失去1点体力。", "令一名角色弃置两张牌。", "令一名角色摸两张牌。"]; var storage1 = player.storage.luochong_round, storage2 = player.getStorage("luochong"); if (!storage1) storage1 = [[], []]; for (var i = 0; i < 4; i++) { if (storage2.includes(i)) { choiceList[i] = '' + choiceList[i] + ""; } else if ( storage1[0].includes(i) || !game.hasPlayer(function (current) { return !storage1[1].includes(current) && lib.skill.luochong.filterx[i](current); }) ) { choiceList[i] = '' + choiceList[i] + ""; } else list.push("选项" + get.cnNumber(i + 1, true)); } list.push("cancel2"); player .chooseControl(list) .set("prompt", get.prompt("luochong")) .set("choiceList", choiceList) .set("ai", function () { var player = _status.event.player; var list = _status.event.controls.slice(0); var listx = (player.storage.luochong_round || [[], []])[1]; var gett = function (choice) { if (choice == "cancel2") return 0.1; var max = 0, func = { 选项一: function (current) { if (current.isDamaged()) max = Math.max(max, get.recoverEffect(current, player, player)); }, 选项二: function (target) { max = Math.max(max, get.effect(target, { name: "losehp" }, player, player)); }, 选项三: function (target) { var num = target.countDiscardableCards(player, "he"); if (num > 0) max = Math.max(max, Math.sqrt(Math.min(2, num)) * get.effect(target, { name: "guohe_copy2" }, player, player)); }, 选项四: function (target) { max = Math.max(max, 2 * get.effect(target, { name: "draw" }, player, player)); }, }[choice]; game.countPlayer(function (current) { if (!listx.includes(current)) func(current); }); return max; }; return list.sort(function (a, b) { return gett(b) - gett(a); })[0]; }); "step 1"; if (result.control != "cancel2") { var index = ["选项一", "选项二", "选项三", "选项四"].indexOf(result.control); event.index = index; var listx = (player.storage.luochong_round || [[], []])[1]; var list = [ [ "选择一名角色,令其回复1点体力", function (target) { var player = _status.event.player; return get.recoverEffect(target, player, player); }, ], [ "选择一名角色,令其失去1点体力", function (target) { return get.effect(target, { name: "losehp" }, player, player); }, ], [ "选择一名角色,令其弃置两张牌", function (target) { var player = _status.event.player; return get.effect(target, { name: "guohe_copy2" }, player, player) * Math.sqrt(Math.min(2, target.countCards("he"))); }, ], [ "选择一名角色,令其摸两张牌", function (target) { var player = _status.event.player; return 2 * get.effect(target, { name: "draw" }, player, player); }, ], ][index]; var targets = game.filterPlayer(function (current) { return !listx.includes(current) && lib.skill.luochong.filterx[event.index](current); }); var next = player.chooseTarget(list[0], true, function (card, player, target) { return _status.event.targets.includes(target); }); next.set("targets", targets); next.set("ai", list[1]); } else event.finish(); "step 2"; if (result.bool) { var target = result.targets[0]; player.logSkill("luochong", target); if (player != target) player.addExpose(0.2); player.addTempSkill("luochong_round", "roundStart"); if (!player.storage.luochong_round) player.storage.luochong_round = [[], []]; player.storage.luochong_round[0].push(event.index); player.storage.luochong_round[1].push(target); switch (event.index) { case 0: target.recover(); break; case 1: target.loseHp(); break; case 2: target.chooseToDiscard(true, "he", 2); break; case 3: target.draw(2); break; } } }, subSkill: { round: { charlotte: true, onremove: true, }, }, }, aichen: { audio: 2, trigger: { player: "dying" }, forced: true, filter: function (event, player) { return player.hasSkill("luochong", null, null, false) && player.getStorage("luochong").length < 3; }, content: function () { "step 0"; //var num=1-player.hp; //if(num>0) player.recover(num); var list = []; var choiceList = ["令一名角色回复1点体力。", "令一名角色失去1点体力。", "令一名角色弃置两张牌。", "令一名角色摸两张牌。"]; var storage2 = player.getStorage("luochong"); for (var i = 0; i < 4; i++) { if (storage2.includes(i)) { choiceList[i] = '' + choiceList[i] + ""; } else list.push("选项" + get.cnNumber(i + 1, true)); } player .chooseControl(list) .set("prompt", "哀尘:选择移去一个〖落宠〗的选项") .set("choiceList", choiceList) .set("ai", function () { var controls = _status.event.controls.slice(0); var list = ["选项三", "选项四", "选项二", "选项一"]; for (var i of list) { if (controls.includes(i)) return i; } return 0; }); "step 1"; var index = ["选项一", "选项二", "选项三", "选项四"].indexOf(result.control); player.markAuto("luochong", [index]); game.log(player, "移去了", "#g【落宠】", "的", "#y" + ["令一名角色回复1点体力", "令一名角色失去1点体力", "令一名角色弃置两张牌", "令一名角色摸两张牌"][index], "的选项"); }, ai: { combo: "luochong", neg: true, }, }, //SP孟获 spmanwang: { audio: 2, enable: "phaseUse", filter: function (event, player) { return player.countCards("he") > 0; }, filterCard: true, position: "he", selectCard: [1, Infinity], check: function (card) { var player = _status.event.player; var max = Math.min(player.isDamaged() ? 3 : 2, 4 - player.countMark("spmanwang")); if (!max && !player.hasSkill("sppanqin")) return 0; if (max == 0 && ui.selected.length > 0) return 0; return 7 - ui.selected.cards.length - get.value(card); }, content: function () { var num = Math.min(cards.length, 4 - player.countMark("spmanwang")); if (num >= 1) player.addSkills("sppanqin"); if (num >= 2) player.draw(); if (num >= 3) player.recover(); if (num >= 4) { player.draw(2); player.removeSkills("sppanqin"); } }, intro: { content: "已经移去过#个选项" }, ai: { order: 2, result: { player: function (player, target) { if (player.getUseValue({ name: "nanman" }) <= 0) return 0; if (player.getStat("skill").spmanwang && player.hasSkill("sppanqin")) return 0; return 1; }, }, }, derivation: "sppanqin", }, sppanqin: { audio: 2, trigger: { player: ["phaseUseEnd", "phaseDiscardEnd"] }, filter: function (event, player) { var cards = [], bool = true; player.getHistory("lose", function (evt) { if (!bool || evt.type != "discard" || evt.getParent(event.name) != event) return false; for (var i of evt.cards2) { if (get.position(i, true) == "d") { cards.add(i); if (!game.checkMod(i, player, "unchanged", "cardEnabled2", player)) bool = false; } } }); if (!bool || !cards.length) return false; return player.hasUseTarget(get.autoViewAs({ name: "nanman" }, cards)); }, prompt2: function (event, player) { var cards = []; player.getHistory("lose", function (evt) { if (evt.type != "discard" || evt.getParent(event.name) != event) return false; for (var i of evt.cards2) { if (get.position(i, true) == "d") { cards.add(i); } } }); return "将" + get.translation(cards) + "(共计" + get.cnNumber(cards.length) + "张牌)当做【南蛮入侵】使用"; }, check: function (event, player) { var cards = [], bool = true; player.getHistory("lose", function (evt) { if (!bool || evt.type != "discard" || evt.getParent(event.name) != event) return false; for (var i of evt.cards2) { if (get.position(i, true) == "d") { cards.add(i); if (!game.checkMod(i, player, "unchanged", "cardEnabled2", player)) bool = false; } } }); if (!bool || !cards.length) return false; return player.hasValueTarget(get.autoViewAs({ name: "nanman" }, cards)); }, content: function () { "step 0"; var cards = []; player.getHistory("lose", function (evt) { if (evt.type != "discard" || evt.getParent(trigger.name) != trigger) return false; for (var i of evt.cards2) { if (get.position(i, true) == "d") { cards.add(i); } } }); player.chooseUseTarget(true, { name: "nanman" }, cards); player.addTempSkill("sppanqin_eff"); }, subSkill: { eff: { trigger: { player: "useCard" }, charlotte: true, forced: true, popup: false, filter: function (event, player) { return event.card.name == "nanman" && event.getParent(2).name == "sppanqin" && player.countMark("spmanwang") < 4 && player.hasSkill("spmanwang", null, null, false) && event.cards.length <= event.targets.length; }, content: function () { player.addMark("spmanwang", 1, false); switch (player.countMark("spmanwang")) { case 1: player.draw(2); player.removeSkills("sppanqin"); break; case 2: player.recover(); break; case 3: player.draw(); break; case 4: player.addSkills("sppanqin"); break; } }, }, }, }, //清河公主 zengou: { audio: 2, trigger: { global: "useCard" }, filter: function (event, player) { return ( event.card.name == "shan" && player.inRange(event.player) && (player.hp > 0 || player.hasCard(function (card) { return get.type(card) != "basic" && lib.filter.cardDiscardable(card, player, "zengou"); }, "eh")) ); }, logTarget: "player", check: function (event, player) { if (get.attitude(player, event.player) >= 0) return false; if (get.damageEffect(event.player, event.getParent(3).player, player, get.nature(event.card)) <= 0) return false; if ( player.hasCard(function (card) { return get.type(card) != "basic" && get.value(card) < 7 && lib.filter.cardDiscardable(card, player, "zengou"); }, "eh") ) return true; return player.hp > Math.max(1, event.player.hp); }, content: function () { "step 0"; trigger.all_excluded = true; var str = "弃置一张非基本牌"; if (player.hp > 0) str += ",或点「取消」失去1点体力"; var next = player .chooseToDiscard( str, function (card) { return get.type(card) != "basic"; }, "he" ) .set("ai", function (card) { return 7 - get.value(card); }); if (player.hp <= 0) next.set("forced", true); "step 1"; if (!result.bool) player.loseHp(); "step 2"; var cards = trigger.cards.filterInD(); if (cards.length) player.gain(cards, "gain2"); }, }, qhzhangji: { audio: 2, trigger: { global: "phaseJieshuBegin" }, direct: true, filter: function (event, player) { if (!event.player.isIn()) return false; if (player.getHistory("sourceDamage").length > 0) return true; if (player.getHistory("damage").length > 0) return event.player.countCards("he") > 0; return false; }, content: function () { "step 0"; event.target = trigger.player; if (player.getHistory("sourceDamage").length) player .chooseBool(get.prompt("qhzhangji", event.target), "令" + get.translation(event.target) + "摸两张牌") .set("choice", get.attitude(player, event.target) > 0) .set("ai", () => _status.event.choice); else event.goto(2); "step 1"; if (result.bool) { player.logSkill("qhzhangji", target); event.logged = true; target.draw(2); } "step 2"; if (target.isIn() && target.countCards("he") > 0 && player.getHistory("damage").length > 0) player .chooseBool(get.prompt("qhzhangji", event.target), "令" + get.translation(event.target) + "弃置两张牌") .set("choice", get.attitude(player, event.target) < 0) .set("ai", () => _status.event.choice); else event.finish(); "step 3"; if (result.bool) { if (!event.logged) player.logSkill("qhzhangji", target); target.chooseToDiscard("he", true, 2); } }, }, //十周年夏侯霸 rebaobian: { audio: 2, trigger: { player: "damageEnd" }, filter: function (event, player) { for (var i of lib.skill.rebaobian.derivation) { if (!player.hasSkill(i, null, null, false)) return true; } return false; }, forced: true, content: function () { for (var i of lib.skill.rebaobian.derivation) { if (!player.hasSkill(i, null, null, false)) { player.addSkills(i); break; } } }, ai: { maixie: true, effect: { target: function (card, player, target) { if (get.tag(card, "damage") && !target.hasSkill("oltiaoxin", null, null, false)) { if (!target.hasFriend()) return; if (target.hp >= 4) return [0, 1]; } }, }, }, derivation: ["tiaoxin", "new_repaoxiao", "xinshensu"], }, //范强张达 yuanchou: { audio: 2, trigger: { player: "useCardToPlayered", target: "useCardToTargeted", }, filter: function (event) { return event.card.name == "sha" && get.color(event.card) == "black"; }, forced: true, logTarget: "target", content: function () { trigger.target.addTempSkill("qinggang2"); trigger.target.storage.qinggang2.add(trigger.card); }, ai: { unequip_ai: true, skillTagFilter: function (player, tag, arg) { if (arg && arg.name == "sha" && get.color(arg.card) == "black") return true; return false; }, }, global: "yuanchou_ai", subSkill: { ai: { unequip_ai: true, skillTagFilter: function (player, tag, arg) { if (arg && arg.name == "sha" && get.color(arg.card) == "black" && arg.target && arg.target.hasSkill("yuanchou")) return true; return false; }, }, }, }, juesheng: { audio: 2, enable: "phaseUse", limited: true, skillAnimation: true, animationColor: "orange", viewAs: { name: "juedou", isCard: true }, filterCard: () => false, selectCard: -1, precontent: function () { player.awakenSkill("juesheng"); player.addTempSkill("juesheng_counter"); }, ai: { result: { player: function (player, target) { return target.getAllHistory("useCard", evt => evt.card.name == "sha").length * lib.card.juedou.ai.result.player.apply(this, arguments); }, target: function (player, target) { var num = target.getAllHistory("useCard", evt => evt.card.name == "sha").length; if (num < target.hp) return 0; return num * lib.card.juedou.ai.result.target; }, }, }, subSkill: { counter: { trigger: { global: "damageBegin1" }, forced: true, charlotte: true, filter: function (event, player) { var evt = event.getParent(); return evt.skill == "juesheng" && evt.player == player; }, content: function () { var target = trigger.getParent().target; trigger.num = Math.max(1, target.getAllHistory("useCard", evt => evt.card.name == "sha").length); target.addTempSkills("juesheng", { player: "phaseAfter" }); }, }, }, }, //田之间 saodi: { audio: 2, trigger: { player: "useCardToPlayer", }, direct: true, filter: function (event, player) { if (event.targets.length != 1 || event.target == player || event.target.hasSkill("nodis")) return false; if (event.card.name != "sha" && get.type(event.card) != "trick") return false; var target = event.target; var left = [], right = [], left2 = player, right2 = player; while (left2 != target && right2 != target) { left2 = left2.getPrevious(); right2 = right2.getNext(); if (left2 != target) left.push(left2); if (right2 != target) right.push(right2); } if (target == left2) { for (var i of left) { if (lib.filter.targetEnabled2(event.card, player, i)) return true; } } if (target == right2) { for (var i of right) { if (lib.filter.targetEnabled2(event.card, player, i)) return true; } } return false; }, aiJudge: function (card, player, target, bool) { var left = [], right = [], left2 = player, right2 = player, left3 = false, right3 = false; var eff_left = 0, eff_right = 0; while (left2 != target && right2 != target) { left2 = left2.getPrevious(); right2 = right2.getNext(); if (left2 != target) left.push(left2); if (right2 != target) right.push(right2); } if (target == left2) { for (var i of left) { if (lib.filter.targetEnabled2(card, player, i)) { left3 = true; eff_left += get.effect(i, card, player, player); } } } if (target == right2) { for (var i of right) { if (lib.filter.targetEnabled2(card, player, i)) { right3 = true; eff_right += get.effect(i, card, player, player); } } } if (left3 && right3) { if (!bool) return Math.max(eff_left, eff_right); if (eff_left > Math.max(0, eff_right)) return "↖顺时针"; if (eff_right > Math.max(0, eff_left)) return "逆时针↗"; return "cancel2"; } else if (left3) { if (bool) return eff_left > 0 ? "↖顺时针" : "cancel2"; return eff_left; } else if (right3) { if (bool) return eff_right > 0 ? "逆时针↗" : "cancel2"; return eff_right; } else return bool ? "cancel2" : 0; }, content: function () { "step 0"; var choices = []; var target = trigger.target; var left = [], right = [], left2 = player, right2 = player; while (left2 != target && right2 != target) { left2 = left2.getPrevious(); right2 = right2.getNext(); if (left2 != target) left.push(left2); if (right2 != target) right.push(right2); } if (target == left2) { for (var i of left) { if (lib.filter.targetEnabled2(trigger.card, player, i)) { choices.push("↖顺时针"); break; } } } if (target == right2) { for (var i of right) { if (lib.filter.targetEnabled2(trigger.card, player, i)) { choices.push("逆时针↗"); break; } } } choices.push("cancel2"); player .chooseControl(choices) .set("prompt", get.prompt("saodi")) .set("prompt2", "令自己和" + get.translation(trigger.target) + "某个方向之间的所有角色均成为" + get.translation(trigger.card) + "的目标") .set("choices", choices) .set("ai", function () { var evt = _status.event.getTrigger(); return lib.skill.saodi.aiJudge(evt.card, evt.player, evt.target, true); }); "step 1"; if (result.control != "cancel2") { var targets = []; if (result.control == "↖顺时针") { var current = player.getPrevious(); while (current != trigger.target) { if (lib.filter.targetEnabled2(trigger.card, player, current)) targets.push(current); current = current.getPrevious(); } } else { var current = player.getNext(); while (current != trigger.target) { if (lib.filter.targetEnabled2(trigger.card, player, current)) targets.push(current); current = current.getNext(); } } event.targets = targets; if (!event.isMine() && !event.isOnline()) game.delayx(); } else event.finish(); "step 2"; player.logSkill("saodi", targets); trigger.targets.addArray(targets); }, ai: { effect: { player_use(card, player, target) { if (!target || player._saodi_judging || ui.selected.targets.length || player == target || target.hasSkill("nodis")) return; if (typeof card != "object" || (card.name != "sha" && get.type(card) != "trick")) return false; player._saodi_judging = true; var effect = lib.skill.saodi.aiJudge(card, player, target); delete player._saodi_judging; if (effect > 0) return [1, effect / Math.max(0.01, get.attitude(player, player))]; }, }, }, }, zhuitao: { audio: 2, direct: true, locked: false, trigger: { player: "phaseZhunbeiBegin" }, filter: function (event, player) { var storage = player.getStorage("zhuitao"); return game.hasPlayer(function (current) { return current != player && !storage.includes(current); }); }, content: function () { "step 0"; player .chooseTarget(get.prompt("zhuitao"), "令自己至一名其他角色的距离-1", function (card, player, target) { return target != player && !player.getStorage("zhuitao").includes(target); }) .set("ai", function (target) { var player = _status.event.player; var att = get.attitude(player, target); if (att < 0 && get.distance(player, target) == 2) return 100; return get.distance(player, target) * (1 - get.sgn(att) / 3); }); "step 1"; if (result.bool) { player.logSkill("zhuitao", result.targets[0]); player.markAuto("zhuitao", result.targets); game.delayx(); } }, intro: { content: "至$的距离-1", onunmark: true, }, onremove: true, mod: { globalFrom: function (player, target, distance) { if (player.getStorage("zhuitao").includes(target)) return distance - 1; }, }, group: "zhuitao_remove", subSkill: { remove: { audio: "zhuitao", trigger: { source: "damageSource", }, forced: true, filter: function (event, player) { return player.getStorage("zhuitao").includes(event.player); }, logTarget: "player", content: function () { player.unmarkAuto("zhuitao", [trigger.player]); }, }, }, }, //生鱼片 olfengji: { audio: 2, trigger: { player: "phaseDrawBegin2" }, forced: true, locked: false, filter: function (event, player) { return !player.numFixed; }, content: function () { "step 0"; player .chooseTarget("丰积:请选择增加摸牌的目标", "令自己本回合的额定摸牌数-1,且目标下回合的额定摸牌数+2。或者点击「取消」,令自己的额定摸牌数+1", lib.filter.notMe) .set("ai", function (target) { var player = _status.event.player; if (target.hasJudge("lebu") || target.hasJudge("bingliang")) return 0; var att = get.attitude(player, target), dist = get.distance(player, target, "absolute"); if (_status.event.goon) { return att / dist; } if ( game.countPlayer(function (current) { return current != player && current != target && get.attitude(player, current) < 0 && get.distance(player, current, "absolute") < dist; }) >= target.hp ) return 0; return att / dist; }) .set("goon", player.skipList.includes("lebu")); "step 1"; if (!player.storage.olfengji_draw) player.storage.olfengji_draw = 0; if (result.bool) { var target = result.targets[0]; player.line(target, "thunder"); player.storage.olfengji_draw--; if (!target.storage.olfengji_draw) target.storage.olfengji_draw = 0; target.storage.olfengji_draw += 2; target.addTempSkill("olfengji_draw", { player: "phaseAfter" }); target.markSkill("olfengji_draw"); } else { player.storage.olfengji_draw++; } player.addTempSkill("olfengji_draw"); player.markSkill("olfengji_draw"); "step 2"; player.chooseTarget("丰积:请选择增加使用杀次数的目标", "令自己本回合使用杀的次数上限-1,且目标下回合使用杀的次数上限+2。或者点击「取消」,令自己使用杀的次数上限+1", lib.filter.notMe).set("ai", function (target) { var player = _status.event.player; if (target.countMark("olfengji_draw") > 0 && target.getCardUsable("sha") < 2) return get.attitude(player, target); return 0; }); "step 3"; if (!player.storage.olfengji_sha) player.storage.olfengji_sha = 0; if (result.bool) { var target = result.targets[0]; player.line(target, "fire"); player.storage.olfengji_sha--; if (!target.storage.olfengji_sha) target.storage.olfengji_sha = 0; target.storage.olfengji_sha += 2; target.addTempSkill("olfengji_sha", { player: "phaseAfter" }); target.markSkill("olfengji_sha"); } else { player.storage.olfengji_sha++; } player.addTempSkill("olfengji_sha"); player.markSkill("olfengji_sha"); }, subSkill: { sha: { charlotte: true, onremove: true, intro: { content: function (storage) { return "使用【杀】的次数上限" + (storage >= 0 ? "+" : "") + storage; }, }, mod: { cardUsable: function (card, player, num) { if (card.name == "sha") return num + player.storage.olfengji_sha; }, }, }, draw: { charlotte: true, onremove: true, intro: { content: function (storage) { return "额定摸牌数" + (storage >= 0 ? "+" : "") + storage; }, }, trigger: { player: "phaseDrawBegin2" }, forced: true, filter: function (event, player) { return !event.numFixed; }, content: function () { trigger.num += player.storage.olfengji_draw; }, }, }, }, //朱灵 jixian: { audio: 2, trigger: { player: "phaseDrawAfter" }, direct: true, filter: function (event, player) { return game.hasPlayer(function (current) { return current != player && lib.skill.jixian.getNum(player, current) > 0 && player.canUse("sha", current, false); }); }, content: function () { "step 0"; player .chooseTarget(get.prompt("jixian"), "视为对一名满足条件的角色使用一张【杀】", function (card, player, target) { return target != player && lib.skill.jixian.getNum(player, target) > 0 && player.canUse("sha", target, false); }) .set("ai", function (target) { var player = _status.event.player; return get.effect(target, { name: "sha" }, player, player) * Math.sqrt(lib.skill.jixian.getNum(player, target)); }); "step 1"; if (result.bool) { var target = result.targets[0]; player.logSkill("jixian", target); var num = lib.skill.jixian.getNum(player, target); player.useCard({ name: "sha", isCard: true }, target, false); if (num > 0) player.draw(num); } else event.finish(); "step 2"; if ( !player.hasHistory("sourceDamage", function (evt) { var card = evt.card; if (!card || card.name != "sha") return false; var evtx = evt.getParent("useCard"); return evtx.card == card && evtx.getParent() == event; }) ) player.loseHp(); }, getNum: function (player, target) { var num = 0; if (target.isHealthy()) num++; if (target.getEquips(2).length) num++; var countSkill = function (player) { return player.getSkills(null, false, false).filter(function (skill) { var info = get.info(skill); if (!info || info.charlotte) return false; if (info.zhuSkill) return player.hasZhuSkill(skill); return true; }).length; }; if (countSkill(player) < countSkill(target)) num++; return num; }, }, //吾彦 lanjiang: { audio: 2, audioname2: { heqi: "lanjiang_heqi" }, trigger: { player: "phaseJieshuBegin" }, content: function () { "step 0"; var ph = player.countCards("h"); var targets = game.filterPlayer(current => current == player || current.countCards("h") >= ph).sortBySeat(); player.line(targets, "green"); event.targets = targets; event.num = 0; "step 1"; var target = targets[num]; event.num++; if (target.isIn()) { event.target = target; target.chooseBool("是否令" + (player == target ? "自己" : get.translation(player)) + "摸一张牌?").set("ai", () => get.attitude(_status.event.player, _status.event.getParent().player) > 0); } else { event.goto(event.num < targets.length ? 1 : 3); } "step 2"; if (result.bool) { target.line(player); if (player !== target && (get.mode() !== "identity" || target.identity !== "nei")) target.addExpose(0.15); player.draw(); } if (num < targets.length) event.goto(1); "step 3"; player .chooseTarget("是否对一名手牌数等于自己的目标角色造成1点伤害?", function (card, player, target) { return _status.event.getParent().targets.includes(target) && target.countCards("h") == player.countCards("h"); }) .set("ai", function (target) { var player = _status.event.player; return get.damageEffect(target, player, player); }); "step 4"; if (result.bool) { var target = result.targets[0]; player.line(target, "green"); if (get.mode() !== "identity" || player.identity !== "nei") player.addExpose(0.15); target.damage(); } else event.finish(); "step 5"; var ph = player.countCards("h"); if (ph > 0 && targets.some(target => target.isIn() && target.countCards("h") < ph)) { player .chooseTarget("请选择一名手牌数小于自己的目标角色,令其摸一张牌", function (card, player, target) { return _status.event.getParent().targets.includes(target) && target.countCards("h") < player.countCards("h"); }) .set("ai", function (target) { var player = _status.event.player; return get.attitude(player, target); }); } "step 6"; if (result.bool) { var target = result.targets[0]; player.line(target); if (player !== target && (get.mode() !== "identity" || player.identity !== "nei")) player.addExpose(0.1); target.draw(); } }, }, //新SP张郃 spolzhouxuan: { audio: 2, trigger: { player: "phaseDiscardBegin" }, filter: function (event, player) { return player.countCards("h") > 0 && player.getExpansions("spolzhouxuan").length < 5; }, direct: true, content: function () { "step 0"; player.chooseCard("h", get.prompt("spolzhouxuan"), [1, 5 - player.getExpansions("spolzhouxuan").length], "将至多" + get.cnNumber(5 - player.getExpansions("spolzhouxuan").length) + "张手牌置于武将牌上").set("ai", function (card) { if (ui.selected.cards.length >= player.needsToDiscard()) return 6 - get.value(card); return 100 - get.useful(card); }); "step 1"; if (result.bool) { var cards = result.cards; player.logSkill("spolzhouxuan"); player.addToExpansion(cards, player, "give").gaintag.add("spolzhouxuan"); } }, marktext: "旋", intro: { content: "expansion", markcount: "expansion", }, onremove: function (player, skill) { var cards = player.getExpansions(skill); if (cards.length) player.loseToDiscardpile(cards); }, group: ["spolzhouxuan_use", "spolzhouxuan_discard"], subSkill: { use: { audio: "spolzhouxuan", trigger: { player: "useCard" }, filter: function (event, player) { return player.getExpansions("spolzhouxuan").length > 0; }, forced: true, locked: false, content: function () { "step 0"; player.loseToDiscardpile(player.getExpansions("spolzhouxuan").randomGet()); "step 1"; var num = 1; if (!player.isMaxHandcard(true)) num += player.getExpansions("spolzhouxuan").length; player.draw(num); }, }, discard: { audio: "spolzhouxuan", trigger: { player: "phaseUseEnd" }, filter: function (event, player) { return player.getExpansions("spolzhouxuan").length > 0; }, forced: true, locked: false, content: function () { player.loseToDiscardpile(player.getExpansions("spolzhouxuan")); }, }, }, }, //董昭 olxianlve: { audio: 2, mode: ["identity"], trigger: { global: "phaseZhunbeiBegin", }, direct: true, filter: function (event, player) { return event.player == game.zhu && event.player.isZhu; }, content: function () { "step 0"; var list = lib.inpile .filter(function (i) { return get.type2(i) == "trick"; }) .map(function (i) { return ["锦囊", "", i]; }); if (!list.length) event.finish(); else player.chooseButton([get.prompt("olxianlve"), [list, "vcard"]]).set("ai", function (button) { switch (button.link[2]) { case "wuxie": return 0.6 + Math.random(); case "wuzhong": case "dongzhuxianji": return 0.5 + Math.random(); case "guohe": case "zhujinqiyuan": return 0.4 + Math.random(); default: return Math.random(); } }); "step 1"; if (result.bool) { var name = result.links[0][2]; player.logSkill("olxianlve"); player.storage.olxianlve = name; player.markSkill("olxianlve"); } }, intro: { content: function (name, player) { return "已声明" + (player.isUnderControl(true) ? "【" + get.translation(name) + "】" : "一个牌名"); }, }, group: ["olxianlve_use", "olxianlve_count"], subSkill: { count: { trigger: { global: "useCard1" }, silent: true, forced: true, popup: false, firstDo: true, filter: function (event, player) { return event.player != player && event.card.name == player.storage.olxianlve; }, content: function () { if (!trigger.olxianlve_map) trigger.olxianlve_map = {}; trigger.olxianlve_map[player.playerid] = true; }, }, use: { audio: "olxianlve", trigger: { global: "useCardAfter" }, forced: true, locked: false, usable: 1, filter: function (event, player) { return event.player != player && event.olxianlve_map && event.olxianlve_map[player.playerid] && event.card.name == player.storage.olxianlve; }, content: function () { "step 0"; player.draw(2); "step 1"; var cards = result; if (get.itemtype(cards) != "cards") { event.goto(5); return; } var hs = player.getCards("h"); cards = cards.filter(function (card) { return hs.includes(card); }); if (!cards.length) { event.goto(5); return; } event.cards = cards; if (_status.connectMode) game.broadcastAll(function () { _status.noclearcountdown = true; }); event.given_map = {}; event.ai_list = []; "step 2"; player.chooseCardTarget({ filterCard: function (card) { return _status.event.cards.includes(card) && !card.hasGaintag("olxianlve"); }, cards: cards, filterTarget: lib.filter.notMe, selectCard: [1, cards.length], prompt: "是否将得到的牌分配给其他角色?", ai1: function (card) { if (!ui.selected.cards.length) return 1; return 0; }, ai2: function (target) { var player = _status.event.player, card = ui.selected.cards[0]; var val = target.getUseValue(card); if (target.isPhaseUsing() && get.type2(card) == "trick") val *= 3; if (val > 0) return val * get.attitude(player, target) * 2; return get.value(card, target) * get.attitude(player, target); }, }); "step 3"; if (result.bool) { var res = result.cards, target = result.targets[0].playerid; player.addGaintag(res, "olxianlve"); cards.removeArray(res); if (!event.given_map[target]) event.given_map[target] = []; event.given_map[target].addArray(res); if (result.targets[0].isPhaseUsing() && get.type2(res[0]) == "trick") event.ai_list.push(res[0].name); if (cards.length) event.goto(2); } "step 4"; if (_status.connectMode) { game.broadcastAll(function () { delete _status.noclearcountdown; game.stopCountChoose(); }); } var map = [], cards = []; for (var i in event.given_map) { var source = (_status.connectMode ? lib.playerOL : game.playerMap)[i]; player.line(source, "green"); map.push([source, event.given_map[i]]); cards.addArray(event.given_map[i]); } if (map.length) game.loseAsync({ gain_list: map, player: player, cards: cards, giver: player, animate: "giveAuto", }).setContent("gaincardMultiple"); "step 5"; var list = lib.inpile .filter(function (i) { return get.type2(i) == "trick"; }) .map(function (i) { return ["锦囊", "", i]; }); if (!list.length) event.finish(); else player .chooseButton([get.prompt("olxianlve"), [list, "vcard"]]) .set("list", event.ai_list) .set("ai", function (button) { if (_status.event.list.includes(button.link[2])) return 2 + Math.random(); switch (button.link[2]) { case "wuxie": return 0.6 + Math.random(); case "wuzhong": case "dongzhuxianji": return 0.5 + Math.random(); case "guohe": case "zhujinqiyuan": return 0.4 + Math.random(); default: return Math.random(); } }); "step 6"; if (result.bool) { var name = result.links[0][2]; player.storage.olxianlve = name; player.markSkill("olxianlve"); } }, }, }, }, olzaowang: { mode: ["identity"], available: function (mode) { if (mode == "identity" && _status.mode == "purple") return false; }, audio: 2, enable: "phaseUse", limited: true, skillAnimation: true, animationColor: "water", filterTarget: true, content: function () { player.awakenSkill("olzaowang"); target.gainMaxHp(); target.recover(); target.draw(3); target.addSkills("olzaowang2"); }, ai: { order: 2, result: { target: function (player, target) { if (player.hasUnknown(2)) return 0; if (target.identity == "zhong") return 20; if (target.identity == "zhu") return 10; if (target.identity == "nei") return 5; if (!target.hasFriend()) return 5; return 0; }, }, }, }, olzaowang2: { charlotte: true, trigger: { global: "dieBegin" }, forced: true, filter: function (event, player) { return event.player.identity == "zhu" && (player.identity == "zhong" || player.identity == "mingzhong"); }, logTarget: "player", skillAnimation: true, animationColor: "orange", content: function () { game.broadcastAll( function (player, target) { target.identity = player.identity; if (player.identity == "mingzhong") game.zhong = target; delete target.isZhu; player.identity = "zhu"; game.zhu = player; player.showIdentity(); target.showIdentity(); }, player, trigger.player ); event.trigger("zhuUpdate"); }, mark: true, marktext: "王", intro: { content: "造了个王" }, group: "olzaowang2_kill", subSkill: { kill: { trigger: { player: "die" }, forced: true, forceDie: true, skillAnimation: true, animationColor: "wood", filter: function (event, player) { return player.identity == "fan" && event.source && (event.source.identity == "zhu" || event.source.identity == "zhong" || event.source.identity == "mingzhong"); }, content: function () { game.over(game.me.identity == "zhu" || game.me.identity == "zhong" || game.me.identity == "mingzhong"); }, }, }, }, //冯方女 zhuangshu: { audio: 2, trigger: { global: "phaseBegin" }, direct: true, filter: function (event, player) { return event.player.isIn() && event.player.hasEmptySlot(5) && player.hasCard(lib.skill.zhuangshu.filterCard, "he"); }, filterCard: function (card) { if (_status.connectMode) return true; var type = get.type2(card); return type == "basic" || type == "trick" || type == "equip"; }, content: function () { "step 0"; player .chooseToDiscard("he", get.prompt("zhuangshu", trigger.player), "弃置一张牌,并根据此牌的类型,按如下关系将一张宝物牌置入该角色的装备区:{<基本牌,【琼梳】>,<锦囊牌,【犀梳】>,<装备牌,【金梳】>}。", function (card) { var type = get.type2(card); return type == "basic" || type == "trick" || type == "equip"; }) .set("ai", function (card) { var player = _status.event.player; if (get.attitude(player, _status.event.getTrigger().player) < 4) return 0; var name = "zhuangshu_" + get.type2(card, player); if ( game.hasPlayer(function (current) { return current.getEquip(name) && get.attitude(player, current) > 0; }) ) return 0; return 7 - get.value(card); }).logSkill = ["zhuangshu", trigger.player]; "step 1"; if (result.bool) { var name = "zhuangshu_" + get.type2(result.cards[0], result.cards[0].original == "h" ? player : false); if (lib.card[name] && trigger.player.isIn && trigger.player.hasEmptySlot(5)) { var target = game.findPlayer(function (current) { var equip = current.getEquip(name); return equip && equip.name == name; }); if (target) { var card = target.getEquip(name); target.$give(card, trigger.player, false); } else { var card = game.createCard(name, lib.card[name].cardcolor, 12); trigger.player.$gain2(card, false); } game.delayx(); trigger.player.equip(card); } } }, group: "zhuangshu_gameStart", subSkill: { gameStart: { trigger: { global: "phaseBefore" }, direct: true, filter: function (event, player) { return game.phaseNumber == 0; }, content: function () { "step 0"; player.chooseButton([get.prompt("zhuangshu"), [["zhuangshu_basic", "zhuangshu_trick", "zhuangshu_equip"], "vcard"]]).set("filterButton", function (button) { return !game.hasPlayer(function (current) { return current.getEquip(button.link[2]); }); }); "step 1"; if (result.bool) { player.logSkill("zhuangshu"); var name = result.links[0][2], card = game.createCard(name, lib.card[name].cardcolor, 12); player.$gain2(card, false); game.delayx(); player.equip(card); } }, }, }, }, chuiti: { audio: 2, usable: 1, trigger: { global: ["loseAfter", "loseAsyncAfter"], }, direct: true, filter: function (event, player) { if (event.type != "discard" || event.getlx === false) return false; return game.hasPlayer(function (current) { if (player != current) { var cards = current.getEquips(5); if (!cards.some(card => card.name.indexOf("zhuangshu_") == 0)) return false; } var evt = event.getl(current); if (!evt || !evt.cards2) return false; for (var i of evt.cards2) { if (get.position(i, true) == "d" && player.hasUseTarget(i)) return true; } return false; }); }, content: function () { "step 0"; var cards = []; game.countPlayer(function (current) { if (player != current) { var cards2 = current.getEquips(5); if (!cards2.some(card => card.name.indexOf("zhuangshu_") == 0)) return false; } var evt = trigger.getl(current); for (var i of evt.cards2) { if (get.position(i, true) == "d" && player.hasUseTarget(i)) cards.push(i); } return false; }); player.chooseButton(["垂涕:是否使用其中的一张牌?", cards]).set("ai", function (button) { return _status.event.player.getUseValue(button.link); }); "step 1"; if (result.bool) { player.$gain2(result.links[0], false); game.delayx(); player.chooseUseTarget(true, result.links[0], false).logSkill = "chuiti"; } else player.storage.counttrigger.chuiti--; }, }, zhuangshu_basic: { equipSkill: true, trigger: { player: "damageBegin2" }, direct: true, filter: function (event, player) { var equip = player.getEquip("zhuangshu_basic"); return ( event.num <= player.countCards("he", function (card) { return card != equip; }) ); }, content: function () { "step 0"; player .chooseToDiscard("he", trigger.num, get.prompt("zhuangshu_basic"), "弃置" + get.cnNumber(trigger.num) + "张牌并防止伤害", function (card, player) { return card != player.getEquip("zhuangshu_basic"); }) .set("ai", function (card) { var player = _status.event.player; return 4 + player.getUseValue(card) - get.value(card, player); }); "step 1"; if (result.bool) trigger.cancel(); }, /*usable:1, trigger:{player:'useCard2'}, direct:true, filter:function(event,player){ if(event.targets.length!=1) return false; if(event.card.name!='sha'&&get.type(event.card)!='trick') return false; var info=get.info(event.card); if(info.allowMultiple==false) return false; if(event.targets&&!info.multitarget){ var target=event.targets[0],hp=target.hp,hs=target.countCards('h'),card=event.card; return game.hasPlayer(function(current){ return current!=target&¤t!=player&&(current.hp==hp||current.countCards('h')==hs)&&lib.filter.targetEnabled2(card,player,current); }); } return false; }, content:function(){ 'step 0' player.chooseTarget(get.prompt('zhuangshu_basic'),'为'+get.translation(trigger.card)+'增加一个满足条件的额外目标',function(card,player,current){ var card=_status.event.getTrigger().card,target=_status.event.target,hp=target.hp,hs=target.countCards('h'); return current!=target&¤t!=player&&(current.hp==hp||current.countCards('h')==hs)&&lib.filter.targetEnabled2(card,player,current); }).set('target',trigger.targets[0]).set('ai',function(target){ var card=_status.event.getTrigger().card,player=_status.event.player; return get.effect(target,card,player,player); }); 'step 1' if(result.bool){ if(player!=event.player&&!player.isOnline()) game.delayx(); } else{ player.storage.counttrigger.zhuangshu_basic--; event.finish(); } 'step 2' var targets=result.targets; player.logSkill('zhuangshu_basic',targets); trigger.targets.addArray(targets); trigger.directHit.addArray(targets); },*/ }, zhuangshu_trick: { trigger: { player: ["phaseJudgeBefore"] }, equipSkill: true, direct: true, content: function () { "step 0"; player .chooseControl("判定阶段", "弃牌阶段", "cancel2") .set("prompt", get.prompt("zhuangshu_trick")) .set("prompt2", "跳过本回合的判定阶段或弃牌阶段") .set("ai", function () { var player = _status.event.player; if ( player.hasCard(function (card) { return ( get.effect( player, { name: card.viewAs || card.name, cards: [card], }, player, player ) < 0 ); }, "j") ) return "判定阶段"; return "弃牌阶段"; }); "step 1"; if (result.control != "cancel2") { player.logSkill("zhuangshu_trick"); if (result.control == "判定阶段") { trigger.cancel(); game.log(player, "跳过了", "#y判定阶段"); } else { player.skip("phaseDiscard"); game.log(player, "跳过了", "#g弃牌阶段"); } } }, }, zhuangshu_equip: { trigger: { player: "phaseUseEnd" }, forced: true, equipSkill: true, filter: function (event, player) { return player.countCards("h") < Math.min(5, player.getHandcardLimit()); }, content: function () { player.drawTo(Math.min(5, player.getHandcardLimit())); }, }, //杨仪 oljuanxia: { trigger: { player: "phaseJieshuBegin" }, direct: true, content: function () { "step 0"; player.chooseTarget(get.prompt2("oljuanxia"), lib.filter.notMe).set("ai", function (target) { var player = _status.event.player, list = []; for (var name of lib.inpile) { var info = lib.card[name]; if (!info || info.type != "trick" || info.notarget || (info.selectTarget && info.selectTarget != 1)) continue; if (!player.canUse(name, target, false)) continue; var eff = get.effect(target, { name: name }, player, player); if (eff > 0) list.push(eff); } list.sort().reverse(); if (!list.length) return 0; return list[0] + (list[1] || 0) + (list[2] || 0); }); "step 1"; if (result.bool) { var target = result.targets[0]; event.target = target; player.logSkill("oljuanxia", target); } else event.finish(); "step 2"; var list = []; for (var name of lib.inpile) { var info = lib.card[name]; if (!info || info.type != "trick" || info.notarget || (info.selectTarget && info.selectTarget != 1)) continue; list.push(name); } if (!list.length) event.finish(); else { event.list = list; event.count = 0; } "step 3"; var list = event.list.filter(function (name) { return player.canUse(name, target, false); }); if (list.length) { var next = player.chooseButton(["视为对" + get.translation(target) + "使用一张牌", [list, "vcard"]]).set("ai", function (button) { var evt = _status.event.getParent(); return get.effect(evt.target, { name: button.link[2] }, evt.player, evt.player); }); if (event.count == 0) next.set("forced", true); } else { event.stopped = true; event.goto(5); } "step 4"; if (result.bool) { event.count++; var name = result.links[0][2]; event.list.remove(name); player.useCard({ name: name, isCard: true }, target, false); } else event.stopped = true; "step 5"; if (target.isIn() && event.count > 0) { if (event.count < 3 && !event.stopped && event.list.length > 0) event.goto(3); else { target.addTempSkill("oljuanxia_counter", { player: "phaseAfter" }); if (!target.storage.oljuanxia_counter) target.storage.oljuanxia_counter = {}; if (!target.storage.oljuanxia_counter[player.playerid]) target.storage.oljuanxia_counter[player.playerid] = 0; target.storage.oljuanxia_counter[player.playerid] += event.count; } } }, subSkill: { counter: { trigger: { player: "phaseEnd" }, forced: true, charlotte: true, onremove: true, filter: function (event, player) { var map1 = _status.connectMode ? lib.playerOL : game.playerMap, map2 = player.storage.oljuanxia_counter; if (!map2) return false; for (var i in map2) { if (map1[i] && map1[i].isIn() && player.canUse("sha", map1[i], false)) return true; } return false; }, logTarget: function (event, player) { var list = []; var map1 = _status.connectMode ? lib.playerOL : game.playerMap, map2 = player.storage.oljuanxia_counter; if (!map2) return false; for (var i in map2) { if (map1[i] && map1[i].isIn()) list.push(map1[i]); } return list; }, content: function () { "step 0"; var list = []; var map1 = _status.connectMode ? lib.playerOL : game.playerMap, map2 = player.storage.oljuanxia_counter; if (!map2) return false; for (var i in map2) { if (map1[i] && map1[i].isIn()) list.push(map1[i]); } list.sortBySeat(); event.num = 0; event.targets = list; "step 1"; var target = targets[num]; event.target = target; if (target.isIn() && player.canUse("sha", target, false)) player .chooseBool("狷狭:是否视为对" + get.translation(target) + "依次使用" + get.cnNumber(player.storage.oljuanxia_counter[target.playerid]) + "张【杀】?") .set("goon", get.effect(target, { name: "sha" }, player, player) > 0) .set("ai", () => _status.event.goon); "step 2"; event.num++; if (result.bool) event.count = player.storage.oljuanxia_counter[target.playerid]; else if (event.num < targets.length) event.goto(1); else event.finish(); "step 3"; event.count--; if (target.isIn() && player.canUse("sha", target, false)) player.useCard({ name: "sha", isCard: true }, target, false); if (event.count > 0) event.redo(); else if (event.num < targets.length) event.goto(1); }, }, }, }, oldingcuo: { trigger: { player: "damageEnd", source: "damageSource", }, usable: 1, content: function () { "step 0"; player.draw(2); "step 1"; if (Array.isArray(result) && result.length > 1) { var color = get.color(result[0], player); for (var i = 1; i < result.length; i++) { if (get.color(result[i], player) != color) { if (player.countCards("h")) player.chooseToDiscard("h", true); break; } } } }, }, //左棻 zhaosong: { trigger: { global: "phaseDrawAfter" }, logTarget: "player", filter: function (event, player) { if (player == event.player || !event.player.countCards("h")) return false; var types = ["basic", "trick", "equip"]; for (var i of types) { if (event.player.hasMark("zhaosong_" + i)) return false; } return true; }, prompt2: "令其交给你一张手牌,并根据类型获得对应的标记", check: function (event, player) { return get.attitude(_status.event.player, event.player) > 0; }, content: function () { "step 0"; event.target = trigger.player; event.target.chooseCard("h", true, get.translation(player) + "发动了【诏颂】;请交给其一张手牌"); "step 1"; if (result.bool) { var card = result.cards[0]; target.give(card, player, "give"); var type = get.type2(card, target); if (lib.skill["zhaosong_" + type]) { target.addSkill("zhaosong_" + type); target.addMark("zhaosong_" + type); } } }, subSkill: { basic: { marktext: "颂", intro: { name: "诏颂(颂)", name2: "颂", content: "当你使用【杀】选择唯一目标时,你可移去“颂”,并为此【杀】增加至多两个目标。", }, trigger: { player: "useCard2" }, direct: true, charlotte: true, onremove: true, filter: function (event, player) { return ( player.hasMark("zhaosong_basic") && event.card.name == "sha" && event.targets.length == 1 && game.hasPlayer(function (current) { return current != player && current != event.targets[0] && lib.filter.targetEnabled2(event.card, player, current); }) ); }, content: function () { "step 0"; player .chooseTarget([1, 2], "是否弃置“颂”标记?", "为" + get.translation(trigger.card) + "增加至多两个目标", function (card, player, target) { var evt = _status.event.getTrigger(); return target != player && target != evt.targets[0] && lib.filter.targetEnabled2(evt.card, player, target); }) .set("ai", function (target) { var evt = _status.event.getTrigger(); return get.effect(target, evt.card, evt.player, evt.player); }); "step 1"; if (result.bool) { if (player != event.player && !player.isOnline()) game.delayx(); //player.addTempSkill('zhaosong_shaloss'); } else event.finish(); "step 2"; var targets = result.targets; player.logSkill("zhaosong_basic", targets); player.removeMark("zhaosong_basic", 1); player.removeSkill("zhaosong_basic"); trigger.targets.addArray(targets); trigger.zhaosong_basic = true; }, } /* shaloss:{ trigger:{player:'useCardAfter'}, forced:true, charlotte:true, filter:function(event,player){ if(!event.zhaosong_basic) return false; var num=0; player.getHistory('sourceDamage',function(evt){ if(evt.card==event.card) num+=evt.num; }); return num<2; }, content:function(){ player.loseHp(); }, },*/, trick: { marktext: "诔", intro: { name: "诏颂(诔)", name2: "诔", content: "当你进入濒死状态时,你可移去“诔”,然后将体力回复至1点并摸一张牌。", }, trigger: { player: "dying" }, prompt: "是否弃置“诔”标记?", prompt2: "回复体力至1点并摸一张牌。", charlotte: true, onremove: true, filter: function (event, player) { return player.hasMark("zhaosong_trick") && player.hp < 1; }, check: function (event, player) { if ( player.maxHp < 2 || player.countCards("h", function (card) { var mod2 = game.checkMod(card, player, "unchanged", "cardEnabled2", player); if (mod2 != "unchanged") return mod2; var mod = game.checkMod(card, player, event.player, "unchanged", "cardSavable", player); if (mod != "unchanged") return mod; var savable = get.info(card).savable; if (typeof savable == "function") savable = savable(card, player, event.player); return savable; }) >= 1 + event.num - event.player.hp ) return false; return true; }, content: function () { player.removeMark("zhaosong_trick", 1); player.removeSkill("zhaosong_trick"); //player.loseMaxHp(); if (player.hp < 1) player.recover(1 - player.hp); player.draw(); }, }, equip: { marktext: "赋", intro: { name: "诏颂(赋)", name2: "赋", content: "出牌阶段开始时,你可移去“赋”并弃置一名角色区域内的至多两张牌。", }, trigger: { player: "phaseUseBegin" }, direct: true, charlotte: true, onremove: true, filter: function (event, player) { return ( player.hasMark("zhaosong_equip") && game.hasPlayer(function (current) { return current.hasCard(function (card) { return lib.filter.canBeDiscarded(card, player, current); }, "hej"); }) ); }, content: function () { "step 0"; player .chooseTarget("是否弃置“赋”标记?", "弃置一名角色区域内的至多两张牌", function (card, player, current) { return current.hasCard(function (card) { return lib.filter.canBeDiscarded(card, player, current); }, "hej"); }) .set("ai", function (target) { var player = _status.event.player, att = get.attitude(player, target) > 0 ? 2 : 1; return get.effect(target, { name: "guohe_copy" }, player, player) * att; }); "step 1"; if (result.bool) { var target = result.targets[0]; event.target = target; player.logSkill("zhaosong_equip", target); player.removeMark("zhaosong_equip", 1); player.removeSkill("zhaosong_equip"); player.discardPlayerCard(target, true, "hej", [1, 2]); } }, }, }, }, lisi: { audio: 2, trigger: { player: "useCardAfter" }, direct: true, filter: function (event, player) { if (player == _status.currentPhase || !event.cards.filterInD().length) return false; var hs = player.countCards("h"); return game.hasPlayer(function (current) { return current != player && current.countCards("h") <= hs; }); }, content: function () { "step 0"; player.chooseTarget(get.prompt("lisi"), "将" + get.translation(trigger.cards.filterInD()) + "交给一名手牌数不大于你的其他角色", function (card, player, target) { return target != player && target.countCards("h") <= player.countCards("h"); }); "step 1"; if (result.bool) { var target = result.targets[0]; player.logSkill("lisi", target); target.gain(trigger.cards.filterInD(), "gain2"); } }, }, //王荣 olfengzi: { audio: 2, trigger: { player: "useCard" }, direct: true, usable: 1, filter: function (event, player) { if (event.olfengzi_buff || !event.targets.length || !player.isPhaseUsing() || player.hasSkill("olfengzi_buff")) return false; var type = get.type(event.card, false); if (type != "basic" && type != "trick") return false; return player.hasCard(function (i) { if (_status.connectMode) return true; return get.type2(i, player) == type; }, "h"); }, content: function () { "step 0"; if (player != game.me && !player.isUnderControl() && !player.isOnline()) game.delayx(); var type = get.type(trigger.card, false); player .chooseToDiscard("h", get.prompt("olfengzi"), "弃置一张" + get.translation(type) + "牌,令" + get.translation(trigger.card) + "结算两次", function (card, player) { return get.type2(card, player) == _status.event.type; }) .set("type", type) .set("ai", function (card) { var player = _status.event.player; var trigger = _status.event.getTrigger(); if (trigger.card.name == "tiesuo") return 0; var num = 0; for (var i of trigger.targets) num += get.effect(i, trigger.card, player, player); if (num <= 0) return 0; return 7 - get.value(card); }).logSkill = "olfengzi"; "step 1"; if (result.bool) { trigger.effectCount++; } else player.storage.counttrigger.olfengzi--; }, /*subSkill:{ buff:{ trigger:{global:'useCardToTargeted'}, forced:true, charlotte:true, popup:false, lastDo:true, filter:function(event,player){ return (event.parent.olfengzi_buff==player&&event.targets.length==event.parent.triggeredTargets4.length); }, content:function(){ trigger.getParent().targets=trigger.getParent().targets.concat(trigger.targets); trigger.getParent().triggeredTargets4=trigger.getParent().triggeredTargets4.concat(trigger.targets); }, onremove:function(player){ delete player.storage.counttrigger.olfengji; }, }, },*/ }, oljizhan: { audio: 2, trigger: { player: "phaseDrawBegin1" }, filter: function (event, player) { return !event.numFixed; }, content: function () { "step 0"; trigger.changeToZero(); var card = get.cards()[0]; game.cardsGotoOrdering(card); event.cards = [card]; event.num = get.number(card, false); player.showCards(card, get.translation(player) + "发动了【吉占】"); "step 1"; var str = get.strNumber(num); player .chooseControl("大于" + str, "小于" + str, "cancel2") .set("prompt", "吉占:猜测下一张牌的点数") .set("choice", num < 7 ? 0 : 1) .set("ai", () => _status.event.choice); "step 2"; var card = get.cards()[0]; game.cardsGotoOrdering(card); event.cards.push(card); var num = get.number(card, false); if ((num > event.num && result.index == 0) || (num < event.num && result.index == 1)) { event.num = num; event.goto(1); } player.showCards(card); "step 3"; player.gain(cards, "gain2"); }, }, olfusong: { audio: 2, forceDie: true, trigger: { player: "die" }, skillAnimation: true, animationColor: "gray", direct: true, filter: function (event, player) { return game.hasPlayer(function (current) { return current.maxHp > player.maxHp; }); }, content: function () { "step 0"; player .chooseTarget(get.prompt("olfusong"), "令一名体力上限大于你的其他角色获得〖丰姿〗或〖吉占〗", function (card, player, target) { return target.maxHp > player.maxHp; }) .set("forceDie", true) .set("ai", target => get.attitude(_status.event.player, target)); "step 1"; if (result.bool) { var target = result.targets[0]; event.target = target; player.logSkill("olfusong", target); target .chooseControl("olfengzi", "oljizhan") .set("prompt", "令" + get.translation(target) + "获得其中一个技能") .set("ai", () => (Math.random() > 0.5 ? 0 : 1)); } else event.finish(); "step 2"; target.addSkills(result.control); }, }, //邓芝 olxiuhao: { audio: 2, trigger: { global: "damageBegin4" }, usable: 1, filter: function (event, player) { return event.source && event.source.isIn() && [event.source, event.player].includes(player) && event.source != event.player; }, logTarget: function (event, player) { return player == event.player ? event.source : event.player; }, check: function (event, player) { _status.olxiuhao_judging = true; var bool = false; if (get.attitude(player, event.player) > 0) bool = true; else if (2 * get.effect(event.source, { name: "draw" }, player, _status.event.player) + event.num * get.damageEffect(player, event.source, _status.event.player, event.nature) > 0) bool = true; else if (event.source.hasSkillTag("nogain")) bool = true; delete _status.olxiuhao_judging; return bool; }, content: function () { trigger.cancel(); trigger.source.draw(2); }, ai: { effect: { target: function (card, player, target) { if (!_status.olxiuhao_judging && get.tag(card, "damage") && get.attitude(target, player) > 0 && player != target && (!target.storage.counttrigger || !target.storage.counttrigger.olxiuhao)) return [0, 0.5, 0, 0.5]; }, player: function (card, player, target) { if (!_status.olxiuhao_judging && get.tag(card, "damage") && get.attitude(player, target) > 0 && player != target && (!player.storage.counttrigger || !player.storage.counttrigger.olxiuhao)) return [0, 0.5, 0, 0.5]; }, }, }, }, olsujian: { trigger: { player: "phaseDiscardBefore" }, forced: true, content: function () { trigger.setContent(lib.skill.olsujian.phaseDiscard); }, phaseDiscard: function () { "step 0"; game.log(player, "进入了弃牌阶段"); game.broadcastAll(function (player) { if (lib.config.show_phase_prompt) { player.popup("弃牌阶段", null, false); } }, player); event.trigger("phaseDiscard"); "step 1"; var cards = lib.skill.olsujian.update(player); if (!cards.length) event.finish(); else { event.cards = cards; var str = get.translation(cards); player .chooseControl() .set("choiceList", ["将" + str + "分配给任意名其他角色", "弃置" + str + "并弃置一名其他角色至多等量的牌"]) .set("ai", function () { var cards = _status.event.getParent().cards, player = _status.event.player; if ( !game.hasPlayer(function (current) { return player !== current && get.attitude(player, current) > 0; }) ) return 1; if ( game.hasPlayer(function (current) { var att = get.attitude(player, current); return ( att && current.countDiscardableCards(player, "he", function (i) { if (att > 0) return get.value(i, current) < 0; return get.value(i, current) >= 4; }) >= cards.length && get.effect(current, { name: "guohe_copy2" }, player, player) > 0 ); }) ) return 1; return 0; }); } "step 2"; if (result.index == 1) { cards = event.cards.filter(function (i) { return lib.filter.cardDiscardable(i, player, "olsujian"); }); if (cards.length) { event.num = cards.length; player.discard(cards); event.cards = cards; } else event.finish(); } else event.goto(5); "step 3"; if ( game.hasPlayer(function (current) { return current != player && current.countDiscardableCards(player, "he") > 0; }) ) { player .chooseTarget(true, "弃置一名其他角色的至多" + get.cnNumber(num) + "张牌", function (card, player, current) { return current != player && current.countDiscardableCards(player, "he") > 0; }) .set("ai", function (current) { var att = get.attitude(player, current); if ( current.countDiscardableCards(player, "he", function (i) { if (att > 0) return get.value(i, current) >= 4; return get.value(i, current) <= 0; }) >= num ) return 4 * get.effect(current, { name: "guohe_copy2" }, player, player); return get.effect(current, { name: "guohe_copy2" }, player, player); }); } else event.finish(); "step 4"; if (result.bool) { var target = result.targets[0]; player.line(target, "green"); player.discardPlayerCard(target, true, [1, num]); } event.finish(); "step 5"; if (_status.connectMode) game.broadcastAll(function () { _status.noclearcountdown = true; }); event.given_map = {}; "step 6"; player.chooseCardTarget({ filterCard: function (card) { return card.hasGaintag("olsujian"); }, filterTarget: lib.filter.notMe, selectCard: [1, cards.length], forced: true, prompt: "请选择要分配的卡牌和目标", ai1: function (card) { if (!ui.selected.cards.length) return 1; return 0; }, ai2: function (target) { var player = _status.event.player, card = ui.selected.cards[0]; var val = target.getUseValue(card); if (val > 0) return val * get.attitude(player, target) * 2; return get.value(card, target) * get.attitude(player, target); }, }); "step 7"; if (result.bool) { var res = result.cards, target = result.targets[0].playerid; player.removeGaintag("olsujian", res); player.addGaintag(res, "olsujian_given"); cards.removeArray(res); if (!event.given_map[target]) event.given_map[target] = []; event.given_map[target].addArray(res); if (cards.length) event.goto(6); } else event.finish(); "step 8"; if (_status.connectMode) { game.broadcastAll(function () { delete _status.noclearcountdown; game.stopCountChoose(); }); } var map = [], cards = []; for (var i in event.given_map) { var source = (_status.connectMode ? lib.playerOL : game.playerMap)[i]; player.line(source, "green"); map.push([source, event.given_map[i]]); cards.addArray(event.given_map[i]); } if (map.length) game.loseAsync({ gain_list: map, player: player, cards: cards, giver: player, animate: "giveAuto", }).setContent("gaincardMultiple"); "step 9"; event.cards = []; }, update: function (player) { player.removeGaintag("olsujian"); var hs = player.getCards("h"); player.getHistory("gain", function (evt) { hs.removeArray(evt.cards); }); if (hs.length) player.addGaintag(hs, "olsujian"); return hs; }, group: "olsujian_sync", subSkill: { sync: { trigger: { player: ["phaseBeginStart", "gainBegin"] }, forced: true, popup: false, firstDo: true, filter: function (event, player) { if (event.name == "gain") return player == _status.currentPhase && event.getParent("olsujian").player != player; return true; }, content: function () { lib.skill.olsujian.update(player); }, }, }, }, //卞夫人 fuwei: { audio: "wanwei", trigger: { player: "loseAfter", global: "gainAfter", }, filter: function (event, player) { var evt = event; if (event.name == "lose") { if (event.type != "discard") return false; evt = event.getParent(); } if (evt[event.name == "gain" ? "bySelf" : "notBySelf"] != true) return false; var evtx = event.getl(player); return evtx && evtx.cards2 && evtx.cards2.length > 0; }, prompt2: function (event, player) { var evt = event.getl(player), origins = evt.cards2.map(function (i) { return get.name(i, evt.hs.includes(i) ? player : false); }); return "从牌堆中获得" + get.translation(origins) + ";若没有则改为摸一张牌"; }, usable: 1, content: function () { var num = 0, cards = [], evt = trigger.getl(player), origins = evt.cards2.map(function (i) { return get.name(i, evt.hs.includes(i) ? player : false); }); for (var i of origins) { var card = get.cardPile2(function (card) { return card.name == i && !cards.includes(card); }); if (card) cards.push(card); else num++; } if (cards.length) player.gain(cards, "gain2"); if (num) player.draw(num); }, }, yuejian: { audio: 2, usable: 2, trigger: { global: "useCardAfter" }, filter: function (event, player) { return player != event.player && event.targets && event.targets.includes(player) && player.countCards("h") > 0; }, prompt2: function (event, player) { var suit = get.suit(event.card), hs = player.getCards("h"), cards = event.cards.filterInD(); if (!lib.suit.includes(suit) || !cards.length) { return "展示所有手牌,然后无事发生"; } for (var i of hs) { if (get.suit(i) == suit) { return "展示所有手牌,然后无事发生"; } } return '展示所有手牌,然后获得' + get.translation(cards) + ""; }, check: function (event, player) { var suit = get.suit(event.card), hs = player.getCards("h"), cards = event.cards.filterInD(); if (!lib.suit.includes(suit) || !cards.length) { return false; } for (var i of hs) { if (get.suit(i) == suit) { return false; } } return true; }, content: function () { "step 0"; player.showHandcards(get.translation(player) + "发动了【约俭】"); var suit = get.suit(trigger.card), hs = player.getCards("h"); if (!lib.suit.includes(suit)) { event.finish(); return; } for (var i of hs) { if (get.suit(i) == suit) { event.finish(); return; } } "step 1"; var cards = trigger.cards.filterInD(); if (cards.length) player.gain(cards, "gain2"); }, }, //杜袭 quxi: { audio: 2, trigger: { player: "phaseUseEnd" }, direct: true, limited: true, skillAnimation: true, animationColor: "water", filter: function (event, player) { if (player.isTurnedOver()) return false; var list = game.filterPlayer(target => target != player && !target.hasMark("quxi_gain") && !target.hasMark("quxi_lose")); if (list.length < 2) return false; var nf = list[0].countCards("h"); for (var i = 1; i < list.length; i++) { if (list[i].countCards("h") != nf) return true; } return false; }, content: function () { "step 0"; player .chooseTarget(2, get.prompt("quxi"), "选择两名手牌数不同的其他角色。你将翻至背面,令这两名角色中手牌数较少的角色获得另一名角色的一张牌并获得一枚“丰”,另一名角色获得一枚“歉”。", function (card, player, target) { if (player == target || target.hasMark("quxi_gain") || target.hasMark("quxi_lose")) return false; if (!ui.selected.targets.length) return true; return target.countCards("h") != ui.selected.targets[0].countCards("h"); }) .set("complexTarget", true) .set("ai", function (target) { if (!ui.selected.targets.length) { var player = _status.event.player, hs = target.countCards("h"); if ( game.hasPlayer(function (current) { return current != player && current != target && current.countCards("h") > hs && !current.hasMark("quxi_gain") && !current.hasMark("quxi_lose"); }) ) return get.attitude(player, target) / Math.sqrt(1 + target.countCards("h")); return 0; } if (target.countCards("h") > ui.selected.targets[0].countCards("h")) return -get.attitude(_status.event.player, target); return 0; }); "step 1"; if (result.bool) { player.logSkill("quxi", result.targets); player.awakenSkill("quxi"); player.skip("phaseDiscard"); if (result.targets[0].countCards("h") > result.targets[1].countCards("h")) result.targets.reverse(); event.gainner = result.targets[0]; event.giver = result.targets[1]; player.turnOver(); } else event.finish(); "step 2"; event.gainner.gainPlayerCard(event.giver, true, "he"); "step 3"; player.addSkill("quxi_effect"); event.gainner.addMark("quxi_gain", 1); event.giver.addMark("quxi_lose", 1); }, subSkill: { effect: { global: "quxi_gainlose", trigger: { global: ["roundStart", "die"] }, charlotte: true, direct: true, filter: function (event, player) { if (event.name == "die") return event.player.countMark("quxi_gain") > 0 || event.player.countMark("quxi_lose") > 0; return game.hasPlayer(function (target) { return target != player && (target.countMark("quxi_gain") > 0 || target.countMark("quxi_lose") > 0); }); }, content: function () { "step 0"; if (trigger.name == "die") { var gain = trigger.player.countMark("quxi_gain"), lose = trigger.player.countMark("quxi_lose"); player .chooseTarget("是否令一名角色获得" + get.translation(trigger.player) + "的“" + (gain && lose ? "丰”和“歉" : gain ? "丰" : "歉") + "”标记?", function (card, player, target) { return !target.hasMark("quxi_gain") && !target.hasMark("quxi_lose"); }) .set("goon", gain - lose) .set("ai", function (target) { var evt = _status.event; return evt.goon * get.attitude(evt.player, target); }); } else event.goto(2); "step 1"; if (result.bool) { var targets = result.targets; if (targets.length < 2) targets.unshift(trigger.player); player.logSkill("quxi_effect", targets, false); player.line2(targets); var gain = targets[0].countMark("quxi_gain"), lose = targets[0].countMark("quxi_lose"); if (gain) { targets[0].removeMark("quxi_gain", gain); targets[1].addMark("quxi_gain", gain); } if (lose) { targets[0].removeMark("quxi_lose", lose); targets[1].addMark("quxi_lose", lose); } game.delayx(); event.finish(); } "step 2"; if ( game.hasPlayer(function (target) { return target.countMark("quxi_gain") > 0; }) ) player .chooseTarget(2, "是否转移“丰”标记?", function (card, player, target) { if (ui.selected.targets.length) return !target.hasMark("quxi_gain") && !target.hasMark("quxi_lose"); return target.countMark("quxi_gain") > 0; }) .set("complexTarget", true) .set("complexSelect", true) .set("targetprompt", ["移走标记", "获得标记"]) .set("ai", function (target) { var player = _status.event.player; if (!ui.selected.targets.length) { return -get.attitude(player, target); } return get.attitude(player, target); }); else event.goto(4); "step 3"; if (result.bool) { var targets = result.targets; player.logSkill("quxi_effect", targets, false); player.line2(targets); var gain = targets[0].countMark("quxi_gain"); if (gain) { targets[0].removeMark("quxi_gain", gain); targets[1].addMark("quxi_gain", gain); } game.delayx(); } "step 4"; if ( game.hasPlayer(function (target) { return target.countMark("quxi_lose") > 0; }) ) player .chooseTarget(2, "是否转移“歉”标记?", function (card, player, target) { if (ui.selected.targets.length) return !target.hasMark("quxi_gain") && !target.hasMark("quxi_lose"); return target.countMark("quxi_lose") > 0; }) .set("complexTarget", true) .set("complexSelect", true) .set("targetprompt", ["移走标记", "获得标记"]) .set("ai", function (target) { var player = _status.event.player; if (!ui.selected.targets.length) { return get.attitude(player, target); } return -get.attitude(player, target); }); else event.finish(); "step 5"; if (result.bool) { var targets = result.targets; player.logSkill("quxi_effect", targets, false); player.line2(targets); var gain = targets[0].countMark("quxi_lose"); if (gain) { targets[0].removeMark("quxi_lose", gain); targets[1].addMark("quxi_lose", gain); } game.delayx(); } }, }, gainlose: { trigger: { player: "phaseDrawBegin" }, forced: true, filter: function (event, player) { if (event.numFixed) return false; return player.countMark("quxi_gain") - player.countMark("quxi_lose") != 0; }, content: function () { trigger.num += player.countMark("quxi_gain") - player.countMark("quxi_lose"); }, }, gain: { marktext: "丰", intro: { name: "驱徙(丰)", name2: "丰", content: "mark", }, }, lose: { marktext: "歉", intro: { name: "驱徙(歉)", name2: "歉", content: "mark", }, }, }, }, bixiong: { trigger: { player: "loseAfter", global: "loseAsyncAfter", }, forced: true, filter: function (event, player) { if (event.type != "discard" || event.getlx === false || event.getParent("phaseDiscard").player != player) return false; var evt = event.getl(player); return evt && evt.hs && evt.hs.length > 0; }, content: function () { var cards = [], hs = trigger.getl(player).hs; for (var i of hs) cards.add(get.suit(i, player)); player.addTempSkill("bixiong2", { player: "phaseBegin" }); player.markAuto("bixiong2", cards); }, }, bixiong2: { onremove: true, mod: { targetEnabled: function (card, player, target) { if (player !== target && target.getStorage("bixiong2").includes(get.suit(card))) return false; }, }, intro: { content: "不能成为其他角色$牌的目标" }, }, //高干 juguan: { audio: 2, enable: "phaseUse", usable: 1, filter: function (event, player) { return ( event.filterCard( { name: "sha", }, player, event ) || event.filterCard( { name: "juedou", }, player, event ) ); }, chooseButton: { dialog: function () { return ui.create.dialog("拒关", [["sha", "juedou"], "vcard"]); }, filter: function (button, player) { var evt = _status.event.getParent(); return evt.filterCard( { name: button.link[2], }, player, evt ); }, check: function (button) { return ( _status.event.player.getUseValue({ name: button.link[2], }) * (button.link[2] == "juedou" ? 3 : 1) ); }, backup: function (links) { return { audio: "juguan", viewAs: { name: links[0][2] }, filterCard: true, check: function (card) { return 6 - get.value(card); }, position: "hs", onuse: function (result, player) { player.addTempSkill("juguan_effect"); }, }; }, prompt: function (links) { return "将一张手牌当做" + get.translation(links[0][2]) + "使用"; }, }, ai: { order: function (item, player) { return Math.max(get.order({ name: "sha" }), get.order({ name: "juedou" })) + 0.2; }, result: { player: 1 }, }, subSkill: { effect: { trigger: { global: "damage" }, forced: true, charlotte: true, firstDo: true, silent: true, popup: false, filter: function (event, player) { var evt = event.getParent("useCard"); return event.card && evt && event.card == evt.card && evt.skill == "juguan_backup" && evt.player == player; }, content: function () { player.addSkill("juguan_draw"); player.markAuto("juguan_draw", [trigger.player]); }, }, draw: { audio: "juguan", trigger: { player: "phaseDrawBegin" }, forced: true, charlotte: true, onremove: true, content: function () { player.removeSkill("juguan_draw"); if (!trigger.numFixed) trigger.num += 2; }, group: "juguan_clear", intro: { content: "若没有受到$的伤害,则下个摸牌阶段多摸两张牌", }, }, clear: { trigger: { player: "damage" }, forced: true, charlotte: true, firstDo: true, silent: true, popup: false, filter: function (event, player) { return player.storage.juguan_draw && player.storage.juguan_draw.includes(event.source); }, content: function () { player.unmarkAuto("juguan_draw", [trigger.source]); if (!player.storage.juguan_draw || !player.storage.juguan_draw.length) player.removeSkill("juguan_draw"); }, }, }, }, //OL鲍三娘 olwuniang: { audio: "xinfu_wuniang", trigger: { player: "useCardAfter" }, usable: 1, filter: function (event, player) { return event.card.name == "sha" && event.targets.length == 1 && event.targets[0].isIn(); }, logTarget: "targets", content: function () { "step 0"; var target = trigger.targets[0]; target .chooseToUse( function (card, player, event) { if (get.name(card) != "sha") return false; return lib.filter.filterCard.apply(this, arguments); }, "武娘:是否对" + get.translation(player) + "使用一张杀?" ) .set("targetRequired", true) .set("complexSelect", true) .set("filterTarget", function (card, player, target) { if (target != _status.event.sourcex && !ui.selected.targets.includes(_status.event.sourcex)) return false; return lib.filter.filterTarget.apply(this, arguments); }) .set("sourcex", player); "step 1"; player.addTempSkill("olwuniang2"); player.addMark("olwuniang2", 1, false); player.draw(); }, }, olwuniang2: { onremove: true, charlotte: true, mod: { cardUsable: function (card, player, num) { if (card.name == "sha") return num + player.countMark("olwuniang2"); }, }, }, olxushen: { derivation: "olzhennan", audio: "xinfu_xushen", trigger: { player: "dying" }, limited: true, skillAnimation: true, animationColor: "fire", filter: function (event, player) { return player.hp < 1; }, content: function () { "step 0"; player.awakenSkill("olxushen"); player.addSkills("olzhennan"); player.recover(1 - player.hp); "step 1"; if ( !player.isDying() && !game.hasPlayer(function (current) { return current.name1 == "guansuo" || current.name2 == "guansuo"; }) ) { player .chooseTarget(function (card, player, current) { return current != player && current.hasSex("male"); }, "许身:是否令一名其他男性角色选择是否将其武将牌替换为“关索”?") .set("ai", function (target) { return get.attitude(_status.event.player, target) - 4; }); } else event.finish(); "step 2"; if (!result.bool) { event.finish(); return; } var target = result.targets[0]; event.target = target; player.line(target, "fire"); target.chooseBool("许身:是否将自己的一张武将牌替换为“关索”?"); "step 3"; if (result.bool) { if (target.name2 != undefined) { target.chooseControl(target.name1, target.name2).set("prompt", "请选择要更换的武将牌"); } else event._result = { control: target.name1 }; } else event.finish(); "step 4"; target.reinitCharacter(result.control, "guansuo"); }, }, olzhennan: { audio: "xinfu_zhennan", enable: "phaseUse", usable: 1, viewAs: { name: "nanman" }, filterCard: true, selectCard: function () { if (ui.selected.targets.length) return [ui.selected.targets.length, Math.min(ui.selected.targets.length + 1, game.players.length - 1)]; return [1, Infinity]; }, check: function (card) { var player = _status.event.player; if ( game.countPlayer(function (current) { return current != player && player.canUse("nanman", current) && get.effect(current, { name: "nanman" }, player, player) > 0; }) <= ui.selected.cards.length ) return 0; return 6 - get.value(card); }, selectTarget: function () { return ui.selected.cards.length; }, ai: { order: 2, }, group: "olzhennan2", }, olzhennan2: { trigger: { target: "useCardToBefore" }, forced: true, locked: false, audio: "olzhennan", filter: function (event, player) { return event.card.name == "nanman"; }, content: function () { trigger.cancel(); }, }, //黄承彦 guanxu: { enable: "phaseUse", usable: 1, filter: function (event, player) { return game.hasPlayer(current => lib.skill.guanxu.filterTarget(null, player, current)); }, filterTarget: function (card, player, target) { return target != player && target.countCards("h") > 0; }, content: function () { "step 0"; var cards = get.cards(5); for (var i = cards.length - 1; i >= 0; i--) { ui.cardPile.insertBefore(cards[i], ui.cardPile.firstChild); } game.updateRoundNumber(); var hs = target.getCards("h"); var dialog = ["观虚:选择要操作的牌", '
    ' + get.translation(target) + "的手牌
    ", hs, '
    牌堆顶
    ', cards]; player .chooseButton(dialog, 2) .set("filterButton", function (button) { if (ui.selected.buttons.length) return get.position(button.link) != get.position(ui.selected.buttons[0].link); return true; }) .set("cards1", hs) .set("cards2", cards) .set("ai", function (button) { var card = button.link, cards1 = _status.event.cards1.slice(0); var cards2 = _status.event.cards2.slice(0), target = _status.event.getParent().target; if (!ui.selected.buttons.length) { if (!cards1.includes(card)) return 0; cards1.remove(card); var suits = cards2.map(function (i) { return get.suit(i, target); }); for (var i of lib.suit) { var num = cards1.filter(function (c) { return get.suit(c, target) == i; }).length; if (num > 2 || (num > 1 && suits.includes(i))) return 20 + get.value(card); } return get.value(card); } cards1.remove(ui.selected.buttons[0].link); cards1.push(card); for (var i of lib.suit) { if ( cards1.filter(function (c) { return get.suit(c, target) == i; }).length > 2 ) return 20 - get.value(card); return get.value(ui.selected.buttons[0].link) - get.value(card); } }); "step 1"; if (result.bool) { var cards = result.links; if (get.position(cards[0]) != "h") cards.reverse(); var next = target.lose(cards[0], ui.cardPile); next.insert_index_card = cards[1]; next.insert_index = function (event) { return event.insert_index_card; }; target.gain(cards[1], "draw"); } else event.finish(); "step 2"; game.updateRoundNumber(); var suits = [], map = {}, hs = target.getCards("h"); if (hs.length) { for (var i of hs) { if (!lib.filter.canBeDiscarded(i, player, target, "guanxu")) continue; var suit = get.suit(i, target); if (!map[suit]) map[suit] = 1; else map[suit]++; if (map[suit] > 2) suits.add(suit); } var next = player.discardPlayerCard(target, 3, "visible", "h"); next.set("suits", suits); next.set("filterButton", function (button) { var suit = get.suit(button.link); if (!ui.selected.buttons.length) return _status.event.suits.includes(suit); return suit == get.suit(ui.selected.buttons[0].link); }); if (suits.length) next.set("forced", true); } }, ai: { order: 9, result: { target: function (player, target) { if (target.countCards("h") > 3) return -5; if (target.countCards("h") == 3) return -3; return -0.5; }, }, }, }, yashi: { trigger: { player: "damageEnd" }, direct: true, filter: function (event, player) { if (event.source && event.source.isIn()) return true; return game.hasPlayer(current => lib.skill.guanxu.filterTarget(null, player, current)); }, content: function () { "step 0"; event.addIndex = 0; var choiceList = []; if (trigger.source && trigger.source.isIn()) { choiceList.push("令" + get.translation(trigger.source) + "的所有非锁定技失效"); } else event.addIndex++; if (game.hasPlayer(current => lib.skill.guanxu.filterTarget(null, player, current))) choiceList.push("发动一次〖观虚〗"); player .chooseControl("cancel2") .set("prompt", get.prompt("yashi")) .set("choiceList", choiceList) .set("ai", function () { var player = _status.event.player, source = _status.event.getTrigger().source, index = _status.event.getParent().addIndex; if ( game.hasPlayer(function (current) { return current != player && current.countCards("h") > 3 && get.attitude(player, current) < 0; }) ) return 1 - index; if (source && source.isIn() && get.attitude(player, source) < 0 && !source.hasSkill("fengyin")) return 0; if ( game.hasPlayer(function (current) { return current != player && current.countCards("h") > 0 && get.attitude(player, current) < 0; }) ) return 1 - index; return "cancel2"; }); "step 1"; if (result.control != "cancel2") { if (result.index + event.addIndex == 0) { var target = trigger.source; player.logSkill("yashi", target); //target.removeSkill('fengyin'); target.addTempSkill("fengyin", { player: "phaseBegin" }); event.finish(); } else player.chooseTarget(true, "请选择〖观虚〗的目标", lib.skill.guanxu.filterTarget).set("ai", function (target) { var player = _status.event.player; return get.effect(target, "guanxu", player, player); }); } else event.finish(); "step 2"; if (result.bool) { var target = result.targets[0]; player.logSkill("yashi", target); var next = game.createEvent("yashi_guanxu"); next.player = player; next.target = target; next.setContent(lib.skill.guanxu.content); } }, }, //黄祖 wangong: { audio: 2, trigger: { player: "useCard" }, forced: true, filter: function (event, player) { return get.type(event.card, false) == "basic"; }, content: function () { player.addSkill("wangong2"); }, }, wangong2: { trigger: { player: "useCard1" }, forced: true, popup: false, firstDo: true, charlotte: true, content: function () { player.removeSkill("wangong2"); if (trigger.card.name == "sha") trigger.baseDamage++; }, mod: { cardUsable: function (card) { if (card.name == "sha") return Infinity; }, targetInRange: function (card) { if (card.name == "sha") return true; }, }, mark: true, intro: { content: "使用【杀】无距离和次数限制且伤害+1", }, }, //潘淑 weiyi: { trigger: { global: "damageEnd" }, filter: function (event, player) { if (player.getStorage("weiyi").includes(event.player) || !event.player.isIn()) return false; return event.player.hp >= player.hp || event.player.isDamaged(); }, direct: true, content: function () { "step 0"; var list = []; if (trigger.player.hp >= player.hp) list.push("失去体力"); if (trigger.player.hp <= player.hp && trigger.player.isDamaged()) list.push("回复体力"); list.push("cancel2"); player .chooseControl(list) .set("prompt", get.prompt2("weiyi", trigger.player)) .set("ai", function () { var player = _status.event.player, target = _status.event.getTrigger().player; var att = get.attitude(player, target), eff = get.recoverEffect(target, player, player); if (target.hp <= player.hp && target.isDamaged() && att > 2 && eff > 0) { if (player == target) { var storage = player.getStorage("weiyi"); if ( player.hp >= 2 && game.hasPlayer(function (current) { return current.hp == player.hp + 1 && !storage.includes(current) && get.attitude(player, current) < 0; }) ) return "cancel2"; } return "回复体力"; } if (target.hp >= player.hp && att < -2 && eff < 0) return "失去体力"; return "cancel2"; }); "step 1"; if (result.control != "cancel2") { var target = trigger.player; player.logSkill("weiyi", target); player.markAuto("weiyi", [target]); target[result.control == "失去体力" ? "loseHp" : "recover"](); } }, onremove: true, intro: { content: "已令$对汝威服", }, }, jinzhi: { audio: 2, enable: ["chooseToUse", "chooseToRespond"], hiddenCard: function (player, name) { if (get.type(name) == "basic" && lib.inpile.includes(name) && player.countMark("jinzhi2") < player.countCards("he")) return true; }, filter: function (event, player) { if (event.responded || event.jinzhi || player.countMark("jinzhi2") >= player.countCards("he")) return false; for (var i of lib.inpile) { if (get.type(i) == "basic" && event.filterCard({ name: i, isCard: true }, player, event)) return true; } return false; }, chooseButton: { dialog: function (event, player) { var list = []; for (var i of lib.inpile) { if (get.type(i) == "basic" && event.filterCard({ name: i, isCard: true }, player, event)) { list.push(["基本", "", i]); if (i == "sha") { for (var j of lib.inpile_nature) list.push(["基本", "", "sha", j]); } } } return ui.create.dialog("锦织", [list, "vcard"], "hidden"); }, check: function (button) { if (button.link[2] == "shan") return 3; var player = _status.event.player; if (button.link[2] == "jiu") { if (player.getUseValue({ name: "jiu" }) <= 0) return 0; if (player.countCards("h", "sha")) return player.getUseValue({ name: "jiu" }); } return player.getUseValue({ name: button.link[2], nature: button.link[3] }) / 4; }, backup: function (links, player) { return { selectCard: player.countMark("jinzhi2") + 1, filterCard: function (card, player) { if (ui.selected.cards.length) { if (get.color(card) != get.color(ui.selected.cards[0])) return false; } return lib.filter.cardDiscardable.apply(this, arguments); }, complexCard: true, viewAs: { name: links[0][2], nature: links[0][3], suit: "none", number: null, isCard: true, }, position: "he", ignoreMod: true, check: function (card) { var player = _status.event.player, color = get.color(card, player); if (player.countCards("he", { color: color }) <= player.countMark("jinzhi2") || (ui.selected.cards.length && get.color(ui.selected.cards[0], player) != color)) return -1; if ( lib.skill.jinzhi_backup.viewAs.name == "jiu" && !player.countCards("h", function (cardx) { return card != cardx && !ui.selected.cards.includes(cardx) && get.name(cardx, player) == "sha"; }) ) return 0; return Math.min(0.01, 6 - get.value(card)); }, precontent: function () { player.logSkill("jinzhi"); player.addTempSkill("jinzhi2", "roundStart"); player.addMark("jinzhi2", 1, false); var cards = event.result.cards; player.discard(cards); player.draw(); event.result.card = { name: event.result.card.name, nature: event.result.card.nature, isCard: true, }; event.result.cards = []; delete event.result.skill; if (cards.length > 1) { var color = get.color(cards[0], player); for (var i = 1; i < cards.length; i++) { if (get.color(cards[i], player) != color) { var evt = event.getParent(); evt.set("jinzhi", true); evt.goto(0); return; } } } }, }; }, prompt: function (links, player) { var name = links[0][2]; var nature = links[0][3]; return "弃置" + get.cnNumber(player.countMark("jinzhi2") + 1) + "张颜色相同的牌并摸一张牌,然后视为使用" + (get.translation(nature) || "") + get.translation(name); }, }, ai: { order: function (item, player) { if (_status.event.type == "phase" && !player.countMark("jinzhi2") && player.getUseValue({ name: "jiu" }, null, true) > 0 && player.countCards("h", "sha")) return get.order({ name: "jiu" }) + 1; return 1; }, respondShan: true, respondSha: true, skillTagFilter: function (player) { if (player.countMark("jinzhi2") >= player.countCards("he")) return false; }, result: { player: function (player) { if (_status.event.dying) return get.attitude(player, _status.event.dying); return 1; }, }, }, }, jinzhi2: { onremove: true, intro: { content: "本轮已发动过#次", }, }, //宗预 zyqiao: { audio: 2, trigger: { target: "useCardToTargeted" }, logTarget: "player", usable: 2, preHidden: true, filter: function (event, player) { var source = event.player; if (source == player) return false; if (get.mode() == "guozhan" && source.isFriendOf(player)) return false; return source.countDiscardableCards(player, "he") > 0; }, check: function (event, player) { var target = event.player; if (get.attitude(player, target) >= 0) return false; if ( !player.countCards("he", function (card) { return lib.filter.cardDiscardable(card, player, "zyqiao"); }) ) return true; if (player.countCards("he", card => get.value(card, player) < 5)) return true; if (target.countCards("he", card => get.value(card, target) > 6) && player.countCards("he", card => get.value(card, player) < 7)) return true; return false; }, content: function () { "step 0"; player.discardPlayerCard(trigger.player, true, "he"); "step 1"; if ( player.countCards("he", function (card) { return lib.filter.cardDiscardable(card, player, "zyqiao"); }) ) player.chooseToDiscard("he", true); }, }, chengshang: { audio: 2, trigger: { player: "useCardAfter" }, filter: function (event, player) { if (!lib.suit.includes(get.suit(event.card, false)) || typeof get.number(event.card) != "number") return false; if ( player.getHistory("sourceDamage", function (evt) { return evt.card == event.card; }).length ) return false; var phsu = event.getParent("phaseUse"); if (!phsu || phsu.player != player) return false; if ( player.getHistory("gain", function (evt) { return evt.getParent().name == "chengshang" && phsu === evt.getParent("phaseUse"); }).length ) return false; for (var i of event.targets) { if (i != player && (get.mode() != "guozhan" || i.isEnemyOf(player))) return true; } return false; }, preHidden: true, content: function () { var suit = get.suit(trigger.card); var number = get.number(trigger.card); var cards = []; for (var i = 0; i < ui.cardPile.childNodes.length; i++) { var card = ui.cardPile.childNodes[i]; if (card.suit == suit && card.number == number) cards.push(card); } if (cards.length) player.gain(cards, "gain2"); }, }, //新丁奉 reduanbing: { audio: "duanbing", audioname2: { heqi: "duanbing_heqi" }, trigger: { player: "useCard2" }, filter: function (event, player) { if (event.card.name != "sha") return false; return game.hasPlayer(function (current) { return !event.targets.includes(current) && get.distance(player, current) <= 1 && player.canUse(event.card, current); }); }, direct: true, preHidden: ["reduanbing_sha"], content: function () { "step 0"; player .chooseTarget(get.prompt("reduanbing"), "为" + get.translation(trigger.card) + "增加一个目标", function (card, player, target) { return !_status.event.sourcex.includes(target) && get.distance(player, target) <= 1 && player.canUse(_status.event.card, target); }) .set("sourcex", trigger.targets) .set("ai", function (target) { var player = _status.event.player; return get.effect(target, _status.event.card, player, player); }) .set("card", trigger.card) .setHiddenSkill(event.name); "step 1"; if (result.bool) { if (!event.isMine() && !event.isOnline()) game.delayx(); event.target = result.targets[0]; } else { event.finish(); } "step 2"; player.logSkill("reduanbing", event.target); trigger.targets.push(event.target); }, ai: { effect: { player: function (card, player, target, current, isLink) { if (!isLink && card.name == "sha") { if (player._reduanbingtmp) return; player._reduanbingtmp = true; if (get.effect(target, card, player, player) <= 0) { delete player._reduanbingtmp; return; } if ( game.hasPlayer(function (current) { return current != target && get.distance(player, current) <= 1 && player.canUse(card, current) && get.effect(current, card, player, player) > 0; }) ) { delete player._reduanbingtmp; return [1, 1]; } delete player._reduanbingtmp; } }, }, }, group: "reduanbing_sha", subSkill: { sha: { audio: "duanbing", audioname: ["heqi"], trigger: { player: "useCardToPlayered" }, forced: true, filter: function (event, player) { return event.card.name == "sha" && !event.getParent().directHit.includes(event.target) && get.distance(player, event.target) <= 1; }, logTarget: "target", content: function () { var id = trigger.target.playerid; var map = trigger.getParent().customArgs; if (!map[id]) map[id] = {}; if (typeof map[id].shanRequired == "number") { map[id].shanRequired++; } else { map[id].shanRequired = 2; } }, ai: { directHit_ai: true, skillTagFilter: function (player, tag, arg) { if (arg.card.name != "sha" || arg.target.countCards("h", "shan") > 1 || get.distance(player, arg.target) > 1) return false; }, }, }, }, }, refenxun: { audio: "fenxun", enable: "phaseUse", usable: 1, position: "he", filterTarget: function (card, player, target) { return target != player; }, content: function () { player.markAuto("refenxun2", targets); player.addTempSkill("refenxun2"); }, ai: { order: 6.5, result: { player: function (player, target) { if (get.distance(player, target) <= 1) return 0; var hs = player.getCards("h", "shunshou"); if (hs.length && player.canUse(hs[0], target, false)) { return 1; } var geteff = function (current) { return player.canUse("sha", current, false, true) && get.effect(current, { name: "sha" }, player, player) > 0; }; if (player.hasSha() && geteff(target)) { var num = game.countPlayer(function (current) { return current != player && get.distance(player, current) <= 1 && geteff(current); }); if (num == 0) { if ( game.hasPlayer(function (current) { return player.canUse("sha", current) && geteff(current) && current != target; }) ) { return 1; } } else if (num == 1) { return 1; } } return 0; }, }, }, }, refenxun2: { audio: "fenxun", trigger: { player: "phaseJieshuBegin", }, forced: true, charlotte: true, filter: function (event, player) { return ( player.getHistory("sourceDamage", function (evt) { return player.storage.refenxun2.includes(evt.player); }).length == 0 && player.countCards("he", function (card) { return lib.filter.cardDiscardable(card, player, "refenxun2"); }) > 0 ); }, content: function () { player.chooseToDiscard("he", true); }, onremove: true, intro: { content: "到$的距离视为1", }, mod: { globalFrom: function (from, to) { if (from.storage.refenxun2.includes(to)) { return -Infinity; } }, }, }, //蔡阳新技能 zhuixi: { mod: { cardUsable: function (card, player, num) { if (card.name == "sha") return num + 1; }, }, }, //新塌顿 reluanzhan: { audio: "luanzhan", trigger: { player: "damageEnd", source: "damageSource", }, forced: true, locked: false, content: function () { player.addMark("reluanzhan", 1, false); }, intro: { content: "mark" }, ai: { notemp: true }, group: ["reluanzhan_add", "reluanzhan_remove"], }, reluanzhan_add: { trigger: { player: "useCard2" }, direct: true, filter: function (event, player) { if ((event.card.name != "sha" && (get.color(event.card) != "black" || get.type(event.card) != "trick")) || !player.countMark("reluanzhan")) return false; var info = get.info(event.card); if (info.allowMultiple == false) return false; if (event.targets && !info.multitarget) { if ( game.hasPlayer(function (current) { return !event.targets.includes(current) && lib.filter.targetEnabled2(event.card, player, current) && lib.filter.targetInRange(event.card, player, current); }) ) { return true; } } return false; }, content: function () { "step 0"; var num = player.countMark("reluanzhan"); var prompt2 = "为" + get.translation(trigger.card) + "增加至多" + get.cnNumber(num) + "个目标"; player .chooseTarget( get.prompt("reluanzhan"), function (card, player, target) { if (_status.event.targets.includes(target)) return false; var player = _status.event.player; return lib.filter.targetEnabled2(_status.event.card, player, target) && lib.filter.targetInRange(_status.event.card, player, target); }, [1, num] ) .set("prompt2", prompt2) .set("ai", function (target) { var trigger = _status.event.getTrigger(); var player = _status.event.player; return get.effect(target, trigger.card, player, player); }) .set("card", trigger.card) .set("targets", trigger.targets); "step 1"; if (result.bool) { if (!event.isMine() && !event.isOnline()) game.delayx(); event.targets = result.targets; } else { event.finish(); } "step 2"; if (event.targets) { player.logSkill("reluanzhan", event.targets); trigger.targets.addArray(event.targets); } }, }, reluanzhan_remove: { audio: "luanzhan", trigger: { player: "useCardToPlayered" }, forced: true, locked: false, filter: function (event, player) { if (!event.isFirstTarget || (event.card.name != "sha" && (get.color(event.card) != "black" || get.type(event.card) != "trick")) || !player.countMark("reluanzhan")) return false; var info = get.info(event.card); if (info.allowMultiple == false || info.multitarget) return false; return event.targets.length < player.countMark("reluanzhan"); }, content: function () { player.removeMark("reluanzhan", Math.ceil(player.countMark("reluanzhan") / 2)); }, }, //卧龙凤雏双头祈福 youlong: { enable: "chooseToUse", audio: 2, audioname: ["key_sakuya"], zhuanhuanji: true, marktext: "☯", mark: true, intro: { content: function (storage, player) { return storage ? "每轮限一次,你可以废除你的一个装备栏,视为使用一张未以此法使用过的基本牌。" : "每轮限一次,你可以废除你的一个装备栏,视为使用一张未以此法使用过的普通锦囊牌。"; }, }, init: function (player) { player.storage.youlong = false; if (!player.storage.youlong2) player.storage.youlong2 = []; }, hiddenCard: function (player, name) { if (player.storage.youlong2.includes(name) || !player.hasEnabledSlot()) return false; if (player.hasSkill("youlong_" + (player.storage.youlong || false))) return false; var type = get.type(name); if (player.storage.youlong) return type == "basic"; return type == "trick"; }, filter: function (event, player) { if (player.storage.youlong2.includes(name) || !player.hasEnabledSlot()) return false; if (player.hasSkill("youlong_" + (player.storage.youlong || false))) return false; var type = player.storage.youlong ? "basic" : "trick"; for (var name of lib.inpile) { if (player.storage.youlong2.includes(name)) continue; if (get.type(name) != type) continue; if (event.filterCard({ name: name, isCard: true }, player, event)) return true; } return false; }, chooseButton: { dialog: function (event, player) { var dialog = ui.create.dialog("游龙", "hidden"); const equips = []; for (let i = 1; i < 6; i++) { if (!player.hasEnabledSlot(i)) continue; equips.push([i, get.translation("equip" + i)]); } if (equips.length > 0) dialog.add([equips, "tdnodes"]); var type = player.storage.youlong ? "basic" : "trick"; var list = []; for (var name of lib.inpile) { if (player.storage.youlong2.includes(name)) continue; if (get.type(name) != type) continue; if (event.filterCard({ name: name, isCard: true }, player, event)) { list.push([type, "", name]); if (name == "sha") { for (var j of lib.inpile_nature) list.push(["基本", "", "sha", j]); } } } dialog.add([list, "vcard"]); return dialog; }, filter: function (button) { if (ui.selected.buttons.length && typeof button.link == typeof ui.selected.buttons[0].link) return false; return true; }, select: 2, check: function (button) { var player = _status.event.player; if (typeof button.link == "number") { var card = player.getEquip(button.link); if (card) { var val = get.value(card); if (val > 0) return 0; return 5 - val; } switch (button.link) { case 3: return 4.5; case 4: return 4.4; case 5: return 4.3; case 2: return (3 - player.hp) * 1.5; case 1: { if ( game.hasPlayer(function (current) { return (get.realAttitude || get.attitude)(player, current) < 0 && get.distance(player, current) > 1; }) ) return 0; return 3.2; } } } var name = button.link[2]; var evt = _status.event.getParent(); if (evt.type == "phase") { var card = { name: name, nature: button.link[3], isCard: true }; if (name == "shan") return 2; if (evt.type == "dying") { if (get.attitude(player, evt.dying) < 2) return false; if (name == "jiu") return 2.1; return 1.9; } return player.getUseValue(card); } return 1; }, backup: function (links, player) { if (typeof links[1] == "number") links.reverse(); var equip = links[0]; var name = links[1][2]; var nature = links[1][3]; return { filterCard: function () { return false; }, selectCard: -1, equip: equip, viewAs: { name: name, nature: nature, isCard: true, }, popname: true, precontent: function () { player.logSkill("youlong"); player.disableEquip(lib.skill.youlong_backup.equip); delete event.result.skill; player.addTempSkill("youlong_" + (player.storage.youlong || false), "roundStart"); player.changeZhuanhuanji("youlong"); player.storage.youlong2.add(event.result.card.name); }, }; }, prompt: function (links, player) { if (typeof links[1] == "number") links.reverse(); var equip = "equip" + links[0]; var name = links[1][2]; var nature = links[1][3]; return "废除自己的" + get.translation(equip) + "栏,视为使用" + (get.translation(nature) || "") + get.translation(name); }, }, ai: { respondSha: true, respondShan: true, skillTagFilter: function (player, tag, arg) { if (arg == "respond") return false; if (!player.storage.youlong || player.hasSkill("youlong_true")) return false; var name = tag == "respondSha" ? "sha" : "shan"; return !player.storage.youlong2.includes(name); }, order: function (item, player) { if (player && _status.event.type == "phase") { var max = 0, add = false; var type = player.storage.youlong ? "basic" : "trick"; var list = lib.inpile.filter(name => get.type(name) == type && !player.storage.youlong2.includes(name)); if (list.includes("sha")) add = true; list = list.map(namex => { return { name: namex, isCard: true }; }); if (add) lib.inpile_nature.forEach(naturex => list.push({ name: "sha", nature: naturex, isCard: true })); for (var card of list) { if (player.getUseValue(card) > 0) { var temp = get.order(card); if (temp > max) max = temp; } } if (max > 0) max += 0.3; return max; } return 1; }, result: { player: 1 }, }, }, youlong_true: { charlotte: true }, youlong_false: { charlotte: true }, luanfeng: { audio: 2, audioname: ["key_sakuya"], trigger: { global: "dying" }, filter: function (event, player) { return event.player.maxHp >= player.maxHp && event.player.hp < 1; }, limited: true, skillAnimation: true, animationColor: "soil", logTarget: "player", check: function (event, player) { if (get.attitude(player, event.player) < 4) return false; if ( player.countCards("h", function (card) { var mod2 = game.checkMod(card, player, "unchanged", "cardEnabled2", player); if (mod2 != "unchanged") return mod2; var mod = game.checkMod(card, player, event.player, "unchanged", "cardSavable", player); if (mod != "unchanged") return mod; var savable = get.info(card).savable; if (typeof savable == "function") savable = savable(card, player, event.player); return savable; }) >= 1 - event.player.hp ) return false; if (event.player == player || event.player == get.zhu(player)) return true; return !player.hasUnknown(); }, content: function () { "step 0"; player.awakenSkill("luanfeng"); trigger.player.recover(3 - trigger.player.hp); "step 1"; var list = [], target = trigger.player; for (var i = 1; i < 6; i++) { for (var j = 0; j < target.countDisabledSlot(i); j++) { list.push(i); } } if (list.length > 0) target.enableEquip(list); if (list.length < 6) target.drawTo(6 - list.length); if (target.storage.kotarou_rewrite) target.storage.kotarou_rewrite = []; if (player == target) player.storage.youlong2 = []; }, }, //曹爽,韩遂,何进 xiaoxi: { audio: 2, audioname: ["machao", "hansui", "pangde"], trigger: { player: "enterGame", global: "phaseBefore", }, filter: function (event, player) { return event.name != "phase" || game.phaseNumber == 0; }, direct: true, content: function () { player.chooseUseTarget("sha", get.prompt("xiaoxi"), "视为使用一张【杀】").logSkill = "xiaoxi"; }, }, spmouzhu: { enable: "phaseUse", audio: "mouzhu", usable: 1, filter: function (event, player) { return game.hasPlayer(current => lib.skill.spmouzhu.filterTarget(null, player, current)); }, filterTarget: function (card, player, target) { if (!target.countCards("h")) return false; return player != target && (target.hp == player.hp || get.distance(player, target) == 1); }, selectTarget: [1, Infinity], content: function () { "step 0"; target.chooseCard("h", "交给" + get.translation(player) + "一张牌", true); "step 1"; if (result.bool) target.give(result.cards, player); "step 2"; if (player.countCards("h") <= target.countCards("h")) { event.finish(); return; } var list = []; if (target.canUse("sha", player, false)) list.push("sha"); if (target.canUse("juedou", player, false)) list.push("juedou"); if (!list.length) event.finish(); else if (list.length == 1) event._result = { control: list[0] }; else target.chooseControl(list).set("prompt", "对" + get.translation(player) + "使用一张【杀】或【决斗】。").ai = function () { return get.effect(player, { name: "sha" }, target, target) >= get.effect(player, { name: "juedou" }, target, target) ? "sha" : "juedou"; }; "step 3"; target.useCard({ name: result.control, isCard: true }, player, "noai"); }, ai: { order: 7, result: { target: -1.2, player: function (player, target) { if (ui.selected.targets.length) return 0; if (target.countCards("h") - player.countCards("h") > 1) return 1; if (get.damageEffect(target, player, player, player) > 0) return 1; if (player.hp > 3 || (player.countCards("h", "sha") && player.countCards("h", "shan"))) return 0; if (player.hp > 2) return -1.1; return -2; }, }, }, }, spyanhuo: { audio: "yanhuo", trigger: { player: "die" }, forceDie: true, skillAnimation: true, animationColor: "soil", content: function () { player.line(game.players, "green"); game.addGlobalSkill("spyanhuo_damage"); if (!_status.yanhuo) _status.yanhuo = 0; _status.yanhuo++; }, subSkill: { damage: { trigger: { player: "useCard" }, forced: true, filter: function (event, player) { return event.card.name == "sha"; }, content: function () { trigger.baseDamage += _status.yanhuo || 0; }, }, }, }, spniluan: { enable: "phaseUse", audio: "niluan", viewAs: { name: "sha" }, check: function (card) { return 5.1 - get.value(card); }, filterCard: { color: "black" }, position: "hes", viewAsFilter: function (player) { return player.countCards("hes", lib.skill.spniluan.filterCard) > 0; }, group: "spniluan_clear", }, spniluan_clear: { trigger: { player: "useCardAfter" }, forced: true, silent: true, charlotte: true, filter: function (event, player) { return ( event.skill == "spniluan" && event.addCount !== false && player.getHistory("sourceDamage", function (card) { return card.card == event.card; }).length == 0 ); }, content: function () { trigger.addCount = false; if (player.stat[player.stat.length - 1].card.sha > 0) { player.stat[player.stat.length - 1].card.sha--; } }, }, spweiwu: { audio: 2, locked: false, enable: "phaseUse", usable: 1, viewAs: { name: "shunshou", storage: { spweiwu: true }, }, filterCard: { color: "red" }, position: "hes", check: function (card) { return 7 - get.value(card); }, mod: { targetInRange: function (card) { if (card.storage && card.storage.spweiwu) return true; }, }, }, tuogu: { audio: 2, trigger: { global: "die" }, filter: function (event, player) { return ( event.player.getStockSkills("仲村由理", "天下第一").filter(function (skill) { var info = get.info(skill); return info && !info.juexingji && !info.hiddenSkill && !info.zhuSkill && !info.charlotte && !info.limited && !info.dutySkill; }).length > 0 ); }, logTarget: "player", skillAnimation: true, limited: true, animationColor: "thunder", content: function () { "step 0"; player.awakenSkill("tuogu"); var list = trigger.player.getStockSkills("仲村由理", "天下第一").filter(function (skill) { var info = get.info(skill); return info && !info.juexingji && !info.hiddenSkill && !info.zhuSkill && !info.charlotte && !info.limited && !info.dutySkill; }); if (list.length == 1) event._result = { control: list[0] }; else trigger.player .chooseControl(list) .set("prompt", "选择令" + get.translation(player) + "获得一个技能") .set("forceDie", true) .set("ai", function () { return list.randomGet(); }); "step 1"; player.addSkills(result.control); game.broadcastAll(function (skill) { var list = [skill]; game.expandSkills(list); for (var i of list) { var info = lib.skill[i]; if (!info) continue; if (!info.audioname2) info.audioname2 = {}; info.audioname2.caoshuang = "tuogu"; } }, result.control); }, }, retuogu: { audio: "tuogu", trigger: { global: "die" }, filter: function (event, player) { return ( event.player.getStockSkills("仲村由理", "天下第一").filter(function (skill) { var info = get.info(skill); return info && !info.juexingji && !info.hiddenSkill && !info.zhuSkill && !info.charlotte && !info.limited && !info.dutySkill; }).length > 0 ); }, logTarget: "player", check: function (event, player) { var list = event.player.getStockSkills("仲村由理", "天下第一").filter(function (skill) { var info = get.info(skill); return info && !info.juexingji && !info.hiddenSkill && !info.zhuSkill && !info.charlotte && !info.limited && !info.dutySkill; }); var negSkill = list.some(function (skill) { return get.skillRank(skill, "inout") <= 0; }); var att = get.sgnAttitude(event.player, player); if (!player.storage.retuogu) { if (negSkill && att < 0) return false; return true; } list.sort(function (a, b) { return att * (get.skillRank(b, "inout") - get.skillRank(a, "inout")); })[0]; return get.skillRank(list[0], "inout") >= get.skillRank(player.storage.retuogu, "inout"); }, content: function () { "step 0"; var list = trigger.player.getStockSkills("仲村由理", "天下第一").filter(function (skill) { var info = get.info(skill); return info && !info.juexingji && !info.hiddenSkill && !info.zhuSkill && !info.charlotte && !info.limited && !info.dutySkill; }); if (list.length == 1) event._result = { control: list[0] }; else trigger.player .chooseControl(list) .set("prompt", "选择令" + get.translation(player) + "获得一个技能") .set("forceDie", true) .set("ai", function () { var att = get.sgnAttitude(_status.event.getTrigger().player, player); if (att == 0) return list.randomGet(); var listx = list .map(function (skill) { return [skill, get.skillRank(skill, "inout")]; }) .sort(function (a, b) { return att * (b[1] - a[1]); }) .slice(0, 2); var listx2 = [0]; if (Math.abs(listx[0][1] - listx[1][1]) <= 0.5 && Math.sign(listx[0][1]) == Math.sign(listx[1][1])) listx2.push(1); return listx[listx2.randomGet()][0]; }); "step 1"; if (player.storage.retuogu) player.removeSkill(player.storage.retuogu); player.storage.retuogu = result.control; player.markSkill("retuogu"); player.addSkills(result.control); game.broadcastAll(function (skill) { var list = [skill]; game.expandSkills(list); for (var i of list) { var info = lib.skill[i]; if (!info) continue; if (!info.audioname2) info.audioname2 = {}; info.audioname2.caoshuang = "tuogu"; } }, result.control); }, mark: true, intro: { content: "当前托孤技能:$" }, }, shanzhuan: { trigger: { source: "damageSource" }, audio: 2, direct: true, filter: function (event, player) { return player != event.player && !event.player.isDisabledJudge() && event.player.countCards("he") && !event.player.countCards("j", card => get.type(card.viewAs || card.name) == "delay"); }, content: function () { "step 0"; player.choosePlayerCard(trigger.player, "he", get.prompt("shanzhuan", trigger.player)).set("ai", function (card) { if (get.attitude(_status.event.player, _status.event.target) >= 0) return 0; return get.buttonValue(card); }); "step 1"; if (result.bool) { player.logSkill("shanzhuan", trigger.player); var card = result.cards[0]; trigger.player.$throw(card); game.delayx(); if (get.type(card, false) == "delay") trigger.player.addJudge(card); else trigger.player.addJudge({ name: get.color(card, false) == "red" ? "lebu" : "bingliang" }, result.cards); } }, group: "shanzhuan_draw", subfrequent: ["draw"], subSkill: { draw: { audio: "shanzhuan", trigger: { player: "phaseEnd" }, frequent: true, prompt: "是否发动【擅专】摸一张牌?", filter: function (event, player) { return !player.getHistory("sourceDamage").length; }, content: function () { player.draw(); }, }, }, }, olxingshen: { trigger: { player: "damageEnd" }, frequent: true, audio: "xingshen", content: function () { "step 0"; var next = player.draw(); if (get.isLuckyStar(player) || Math.random() < 0.5) next.num = 2; var num = player.countMark("olxingshen"); if (num < 6) player.addMark("olxingshen", Math.min(6 - num, player.getDamagedHp()), false); }, intro: { content: "下一次发动〖严教〗时多展示X张牌", }, }, //张道陵 zlhuji: { mod: { globalFrom: function (player, target, distance) { return distance - 1; }, }, trigger: { player: "damageEnd" }, forced: true, filter: function (event, player) { return player != _status.currentPhase; }, content: function () { "step 0"; var func = function (result) { if (get.color(result) == "red") return 1; return 0; }; if (get.itemtype(trigger.source) != "player" || !player.canUse("sha", trigger.source, false)) func = function (result) { return 0; }; else if (get.effect(trigger.source, { name: "sha" }, player, player) < 0) func = function (result) { if (get.color(result) == "red") return -1; return 0; }; player.judge(func).judge2 = function (result) { return result.color == "red" ? true : false; }; "step 1"; if (result.color == "red" && get.itemtype(trigger.source) == "player" && player.canUse("sha", trigger.source, false)) { player.useCard({ name: "sha", isCard: true }, trigger.source, false, "noai"); } }, }, zlshoufu: { enable: "phaseUse", usable: 1, delay: false, content: function () { "step 0"; player.draw(); "step 1"; var filterTarget = function (card, player, target) { return target != player && !target.hasSkill("zlshoufu2"); }; if ( !player.countCards("h") || !game.hasPlayer(function (current) { return filterTarget(null, player, current); }) ) event.finish(); else player.chooseCardTarget({ forced: true, prompt: "将一张手牌作为“箓”置于其他角色的武将牌上", filterTarget: filterTarget, filterCard: true, position: "h", ai1: function (card) { if (get.type(card, false) == "equip") return 1 - get.value(card); return 7 - get.value(card); }, ai2: function (target) { var player = _status.event.player; var att = get.attitude(player, target); if (att > 0) return -att; return -att / get.distance(player, target, "absolute"); }, }); "step 2"; var target = result.targets[0]; var cards = result.cards; target.addToExpansion(cards, player, "give").gaintag.add("zlshoufu2"); player.line(target, "green"); if (get.mode() !== "identity" || player.identity !== "nei") player.addExpose(0.12); target.addSkill("zlshoufu2"); "step 3"; game.delayx(); }, ai: { notemp: true, order: 1, result: { player: function (player) { if ( game.hasPlayer(function (target) { return target != player && !target.hasSkill("zlshoufu2") && get.attitude(player, target) < 0; }) || !game.hasPlayer(function (target) { return target != player && !target.hasSkill("zlshoufu2") && get.attitude(player, target) > 0; }) ) return 1; return 0; }, }, }, }, zlshoufu2: { marktext: "箓", intro: { content: "expansion", markcount: "expansion", }, charlotte: true, onremove: function (player, skill) { var cards = player.getExpansions(skill); if (cards.length) player.loseToDiscardpile(cards); }, mod: { cardEnabled: function (card, player) { if ( player.getExpansions("zlshoufu2").filter(function (magic) { return get.type2(magic) == get.type2(card); }).length ) return false; }, cardRespondable: function (card, player) { if ( player.getExpansions("zlshoufu2").filter(function (magic) { return get.type2(magic) == get.type2(card); }).length ) return false; }, cardSavable: function (card, player) { if ( player.getExpansions("zlshoufu2").filter(function (magic) { return get.type2(magic) == get.type2(card); }).length ) return false; }, }, trigger: { player: ["damageEnd", "loseAfter"], global: "loseAsyncAfter", }, forced: true, filter: function (event, player) { var storage = player.getExpansions("zlshoufu2"); if (!storage.length) return false; if (event.name == "damage") return true; if (event.type != "discard" || event.getlx === false || event.getParent("phaseDiscard").player != player) return false; var num = 0, evt = event.getl(player); if (!evt || !evt.cards2) return false; for (var i of evt.cards2) { if ( storage.filter(function (magic) { return get.type2(magic) == get.type2(i, event.hs.includes(i) ? player : false); }).length ) num++; } return num > 1; }, content: function () { player.removeSkill("zlshoufu2"); }, }, //蔡阳 yinka: { trigger: { player: ["drawBegin", "judgeBegin"] }, direct: true, filter: function () { return ui.cardPile.childNodes.length > 0; }, content: function () { "step 0"; player.chooseButton(["印卡:请选择要置于牌堆" + (trigger.bottom ? "底" : "顶") + "的牌(先选择的在上)", Array.from(ui.cardPile.childNodes)], [1, trigger.num || 1]); "step 1"; if (result.bool) { while (result.links.length) { if (trigger.bottom) { var card = result.links.shift(); ui.cardPile.removeChild(card); ui.cardPile.appendChild(card); } else { var card = result.links.pop(); ui.cardPile.removeChild(card); ui.cardPile.insertBefore(card, ui.cardPile.firstChild); } } } }, ai: { isLuckyStar: true }, }, //新王允 xinlianji: { enable: "phaseUse", audio: "wylianji", usable: 1, check: function (card) { return 5 - get.value(card); }, filterTarget: function (card, player, target) { if (ui.selected.targets.length) return true; return target != player; }, filterCard: true, selectTarget: 2, multitarget: true, targetprompt: ["打人", "被打"], content: function () { "step 0"; //player.addMark('xinlianji',1,false); var card = get.cardPile2(function (card) { return get.subtype(card) == "equip1" && targets[0].hasUseTarget(card); }); if (card) { if (card.name == "qinggang" && !lib.inpile.includes("qibaodao")) { card.remove(); card = game.createCard("qibaodao", card.suit, card.number); } targets[0].chooseUseTarget(card, true, "nopopup", "nothrow"); } else { player.chat("没有装备牌了吗"); game.log("但是牌堆里已经没有装备牌了!"); } "step 1"; game.updateRoundNumber(); targets[0] .chooseToUse("对" + get.translation(targets[1]) + "使用一张杀,或将装备区里的武器牌交给一名其他角色", { name: "sha" }) .set("targetRequired", true) .set("complexSelect", true) .set("filterTarget", function (card, player, target) { if (target != _status.event.sourcex && !ui.selected.targets.includes(_status.event.sourcex)) return false; return lib.filter.filterTarget.apply(this, arguments); }) .set("sourcex", targets[1]) .set("addCount", false); "step 2"; var cards = targets[0].getEquips(1); if (!result.bool && cards.length) { event.cards = cards; player.chooseTarget(true, "将" + get.translation(cards) + "交给一名其他角色").set("ai", function (target) { var card = _status.event.getParent().cards; return (target.hasSkillTag("nogain") ? 0 : get.attitude(_status.event.player, target)) * Math.max(0.1, target.getUseValue(cards[0])); }); } else event.finish(); "step 3"; result.targets[0].gain(cards, result.targets[0], "give").giver = player; }, ai: { order: 4, result: { target: function (player, target) { if (ui.selected.targets.length) { var pretarget = ui.selected.targets[0]; if (pretarget.hasSha() && pretarget.canUse({ name: "sha" }, target)) return get.effect(target, { name: "sha" }, pretarget, target); return Math.random(); } if (!target.getEquip(1)) { if ( game.hasPlayer(function (current) { return current != target && !current.hasSkillTag("nogain") && get.attitude(current, target) > 0; }) ) return 3; return -3; } if ( !game.hasPlayer(function (current) { return current != target && !current.hasSkillTag("nogain") && get.attitude(current, target) > 0; }) ) return -6; return 4 - get.value(target.getEquip(1)); }, }, }, }, xinmoucheng: { trigger: { player: "phaseZhunbeiBegin" }, audio: "moucheng", forced: true, juexingji: true, skillAnimation: true, animationColor: "gray", derivation: "xinjingong", unique: true, filter: function (event, player) { return game.hasPlayer2(function (current) { return ( current.getAllHistory("sourceDamage", function (evt) { if (!evt.card || evt.card.name != "sha" || evt.getParent().type != "card") return false; var evt2 = evt.getParent(4); return evt2 && evt2.name == "xinlianji" && evt2.player == player; }).length > 0 ); }); }, content: function () { player.awakenSkill("xinmoucheng"); player.changeSkills(["xinjingong"], ["xinlianji"]); }, ai: { combo: "xinlianji", }, }, xinjingong: { audio: "jingong", enable: "phaseUse", usable: 1, filter: function (event, player) { return ( event.xinjingong_list && player.countCards("hes", function (card) { return card.name == "sha" || get.type(card) == "equip"; }) ); }, onChooseToUse: function (event) { if (!game.online) { var evt = event.getParent(); if (evt.name != "phaseUse") return; if (!evt.xinjingong_list) { var list = get.inpile("trick").randomGets(2); if (Math.random() < 0.5) { list.push("wy_meirenji"); } else { list.push("wy_xiaolicangdao"); } evt.xinjingong_list = list; } if (!event.xinjingong_list) event.set("xinjingong_list", evt.xinjingong_list); } }, chooseButton: { dialog: function (event, player) { var list = []; for (var i of event.xinjingong_list) list.push(["锦囊", "", i]); return ui.create.dialog("矜功", [list, "vcard"]); }, filter: function (button, player) { return lib.filter.filterCard({ name: button.link[2] }, player, _status.event.getParent()); }, check: function (button) { return _status.event.player.getUseValue({ name: button.link[2] }); }, backup: function (links, player) { return { audio: "jingong", popname: true, position: "hes", viewAs: { name: links[0][2] }, check: function (card) { return 6 - get.value(card); }, filterCard: function (card) { return card.name == "sha" || get.type(card) == "equip"; }, }; }, prompt: function (links, player) { return "将一张【杀】或装备牌当做" + get.translation(links[0][2]) + "使用"; }, }, ai: { order: 2, result: { player: 1, }, }, }, //孙邵 bizheng: { trigger: { player: "phaseDrawEnd" }, direct: true, audio: 2, content: function () { "step 0"; player.chooseTarget(get.prompt2("bizheng"), lib.filter.notMe).set("ai", function (target) { var player = _status.event.player; if (player.countCards("h") > player.maxHp) return 0; var att = get.attitude(player, target); if (att <= 0 || target.hasSkillTag("nogain")) return 0; if (target.maxHp - target.countCards("h") >= 2) return att; return att / 2; }); "step 1"; if (result.bool) { var target = result.targets[0]; event.target = target; player.logSkill("bizheng", target); target.draw(2); } else event.finish(); "step 2"; if (player.countCards("h") > player.maxHp) player.chooseToDiscard(2, "he", true); "step 3"; if (target.countCards("h") > target.maxHp) target.chooseToDiscard(2, "he", true); }, ai: { expose: 0.25, }, }, yidian: { trigger: { player: "useCard2" }, filter: function (event, player) { var info = get.info(event.card); if (info.allowMultiple == false) return false; if (event.targets && !info.multitarget) { for (var i = 0; i < ui.discardPile.childElementCount; i++) { if (ui.discardPile.childNodes[i].name == event.card.name) return false; } if ( game.hasPlayer(function (current) { return lib.filter.targetEnabled2(event.card, player, current) && !event.targets.includes(current); }) ) { return true; } } return false; }, direct: true, content: function () { "step 0"; var prompt2 = "为" + get.translation(trigger.card) + "增加一个目标"; player .chooseTarget(get.prompt("yidian"), function (card, player, target) { var player = _status.event.player; if (_status.event.targets.includes(target)) return false; return lib.filter.targetEnabled2(_status.event.card, player, target); }) .set("prompt2", prompt2) .set("ai", function (target) { var trigger = _status.event.getTrigger(); var player = _status.event.player; return get.effect(target, trigger.card, player, player); }) .set("targets", trigger.targets) .set("card", trigger.card); "step 1"; if (result.bool) { if (!event.isMine() && !event.isOnline()) game.delayx(); event.targets = result.targets; } else { event.finish(); } "step 2"; if (event.targets) { player.logSkill("yidian", event.targets); trigger.targets.addArray(event.targets); } }, ai: { expose: 0.25, }, }, //二袁 neifa: { audio: 2, trigger: { player: "phaseUseBegin" }, direct: true, content: function () { "step 0"; _status.noclearcountdown = true; if ( game.hasPlayer(function (current) { return current.countGainableCards(player, "ej") > 0; }) ) { player .chooseControl("cancel2") .set("choiceList", ["摸两张牌,然后弃置一张牌", "获得场上的一张牌,然后弃置一张牌"]) .set("prompt", get.prompt("neifa")) .set("ai", function () { if ( game.hasPlayer(function (current) { var att = get.attitude(player, current); if (att == 0) return false; if (att < 0) return ( current.countCards("e", function (card) { return get.value(card, current) > 5; }) > 0 ); return ( current.countCards("ej", function (card) { return get.position(card) == "j" || get.value(card, current) <= 0; }) > 0 ); }) ) return 1; return 0; }); } else { player.chooseControl("ok", "cancel2").set("prompt", get.prompt2("neifa")); } "step 1"; if (result.control == "cancel2") { delete _status.noclearcountdown; if (!_status.noclearcountdown) { game.stopCountChoose(); } event.finish(); return; } else if (result.index == 1) { player .chooseTarget("请选择一名角色,获得其装备区或判定区内的一张牌", true, function (card, player, target) { return target.countGainableCards(player, "ej") > 0; }) .set("ai", function (target) { var player = _status.event.player; var att = get.attitude(player, target); if ( att > 0 && target.countCards("ej", function (card) { return get.position(card) == "j" || get.value(card, target) <= 0; }) ) return 2 * att; else if ( att < 0 && target.countCards("e", function (card) { return get.value(card, target) > 5; }) ) return -att; return -1; }); } else { delete _status.noclearcountdown; if (!_status.noclearcountdown) { game.stopCountChoose(); } player.logSkill("neifa"); player.draw(2); event.goto(3); } "step 2"; delete _status.noclearcountdown; if (!_status.noclearcountdown) { game.stopCountChoose(); } if (result.bool) { var target = result.targets[0]; player.logSkill("neifa", target); player.gainPlayerCard(target, "ej", true); } "step 3"; player.chooseToDiscard(true, "he").set("ai", function (cardx) { var player = _status.event.player; var num = 0; var hs = player.getCards("h"); var muniu = player.getEquip("muniu"); var subs = []; if (muniu && muniu.cards) hs = hs.concat(muniu.cards); if (get.type(cardx) == "basic") { var shas = hs.filter(function (card) { return card != cardx && get.name(card, player) == "sha" && player.hasValueTarget(card); }); var numx = player.countCards("h", function (card) { return get.type(card, player) != "basic"; }); num += Math.min(numx, Math.max(0, shas.length - player.getCardUsable("sha"))) * 0.7; num += Math.min( player.getCardUsable("sha") + numx, shas.filter(function (card) { return ( game.countPlayer(function (current) { return player.canUse(card, current) && get.effect(current, card, player, player) > 0; }) > 1 ); }).length ) * 1.1; var taos = Math.min( player.maxHp - player.hp, hs.filter(function (card) { return cardx != card && get.name(card, player) == "tao"; }).length ); num += taos * player.getDamagedHp() * 1.2; } else { var numx = Math.sqrt( Math.min( 5, player.countCards("h", function (card) { return get.type(card, player) == "basic"; }) ) ); if (numx) num += (numx * Math.min( 2, hs.filter(function (card) { if (card == cardx || get.type(card) != "equip" || !player.hasUseTarget(card)) return false; subs.add(get.subtype(card)); return true; }).length ) * (2.5 + player.countCards("e"))) / 2.5; num += hs.filter(function (card) { return card != cardx && get.type2(card) == "trick" && player.hasValueTarget(card); }).length * 0.65; } if (get.position(cardx) == "e" && cardx.name != "muniu" && subs.includes(get.subtype(card))) num += 3; return num * 1.5 - get.value(cardx); }); "step 4"; if (result.bool && result.cards && result.cards.length) { var name = get.type(result.cards[0]) == "basic" ? "neifa_basic" : "neifa_nobasic"; player.addTempSkill(name); var num = Math.min( 5, player.countCards("h", function (cardx) { return (name == "neifa_basic") != (get.type(cardx, player) == "basic"); }) ); if (num > 0) player.addMark(name, num, false); else player.storage[name] = 0; } }, ai: { threaten: 3, }, }, neifa_basic: { mark: true, marktext: "伐", onremove: true, intro: { name: "内伐 - 基本牌", content: "本回合内不能使用锦囊牌和装备牌,使用【杀】选择目标时可以额外指定一个目标且使用【杀】的目标次数上限+#。", }, mod: { cardEnabled: function (card, player) { if (["trick", "equip"].includes(get.type(card, "trick"))) return false; }, cardSavable: function (card, player) { if (["trick", "equip"].includes(get.type(card, "trick"))) return false; }, cardUsable: function (card, player, num) { if (card.name == "sha") { return num + player.countMark("neifa_basic"); } }, }, trigger: { player: "useCard2" }, filter: function (event, player) { if (event.card.name != "sha") return false; return game.hasPlayer(function (current) { return !event.targets.includes(current) && player.canUse(event.card, current); }); }, direct: true, content: function () { "step 0"; player .chooseTarget(get.prompt("neifa"), "为" + get.translation(trigger.card) + "额外指定一个目标", function (card, player, target) { return !_status.event.sourcex.includes(target) && player.canUse(_status.event.card, target); }) .set("sourcex", trigger.targets) .set("ai", function (target) { var player = _status.event.player; return get.effect(target, _status.event.card, player, player); }) .set("card", trigger.card); "step 1"; if (result.bool) { if (!event.isMine() && !event.isOnline()) game.delayx(); event.targets = result.targets; } else { event.finish(); } "step 2"; player.logSkill("neifa", event.targets); trigger.targets.addArray(event.targets); }, }, neifa_nobasic: { trigger: { player: "useCard2" }, direct: true, mark: true, marktext: "伐", onremove: true, mod: { cardEnabled: function (card, player) { if (get.type(card) == "basic") return false; }, cardSavable: function (card, player) { if (get.type(card) == "basic") return false; }, }, intro: { name: "内伐 - 非基本牌", content: "本回合内不能使用基本牌,使用普通锦囊牌选择目标时可以增加或减少一个目标,且本回合的出牌阶段内前两次使用装备牌时摸#张牌。", }, filter: function (event, player) { if (get.type(event.card) != "trick") return false; if (event.targets && event.targets.length > 0) return true; var info = get.info(event.card); if (info.allowMultiple == false) return false; if (event.targets && !info.multitarget) { if ( game.hasPlayer(function (current) { return !event.targets.includes(current) && lib.filter.targetEnabled2(event.card, player, current) && lib.filter.targetInRange(event.card, player, current); }) ) { return true; } } return false; }, content: function () { "step 0"; var prompt2 = "为" + get.translation(trigger.card) + "增加或减少一个目标"; player .chooseTarget(get.prompt("neifa"), function (card, player, target) { var player = _status.event.player; if (_status.event.targets.includes(target)) return true; return lib.filter.targetEnabled2(_status.event.card, player, target) && lib.filter.targetInRange(_status.event.card, player, target); }) .set("prompt2", prompt2) .set("ai", function (target) { var trigger = _status.event.getTrigger(); var player = _status.event.player; return get.effect(target, trigger.card, player, player) * (_status.event.targets.includes(target) ? -1 : 1); }) .set("targets", trigger.targets) .set("card", trigger.card); "step 1"; if (result.bool) { if (!event.isMine() && !event.isOnline()) game.delayx(); event.targets = result.targets; } else { event.finish(); } "step 2"; if (event.targets) { player.logSkill("neifa", event.targets); if (trigger.targets.includes(event.targets[0])) trigger.targets.removeArray(event.targets); else trigger.targets.addArray(event.targets); } }, group: "neifa_use", }, neifa_use: { audio: "neifa", usable: 2, trigger: { player: "useCard" }, forced: true, filter: function (event, player) { return get.type(event.card) == "equip" && player.countMark("neifa_nobasic") > 0; }, content: function () { player.draw(player.countMark("neifa_nobasic")); }, ai: { reverseOrder: true, skillTagFilter(player) { if (player.storage.counttrigger && player.storage.counttrigger.neifa_use >= 2) return false; }, effect: { player_use(card, player, target) { if (player.countSkill("neifa_use") < 2 && get.type(card) == "equip") return [1, player.countMark("neifa_nobasic")]; }, }, }, }, //许靖 yuxu: { audio: 2, trigger: { player: "useCardAfter" }, filter: function (event, player) { var evt = event.getParent("phaseUse"); if (!evt || evt.player != player) return false; return true; }, direct: true, content: function () { "step 0"; var draw = !player.hasMark("yuxu_used"); if (draw) player.chooseBool(get.prompt2("yuxu")).set("ai", () => 1); else event.goto(2); "step 1"; if (result.bool) { player.logSkill("yuxu"); player.draw(); player.addMark("yuxu_used", 1, false); player.addTempSkill("yuxu_used", "phaseUseAfter"); } event.finish(); "step 2"; player.logSkill("yuxu"); player.removeMark("yuxu_used", player.countMark("yuxu_used"), false); player.chooseToDiscard("he", true); }, subSkill: { used: { charlotte: true, onremove: true, }, }, }, xjshijian: { audio: 2, trigger: { global: "useCardAfter" }, direct: true, filter: function (event, player) { if (event.player == player) return false; var evt = event.getParent("phaseUse"); if (!evt || evt.player != event.player) return false; return ( event.player .getHistory("useCard", function (evtt) { return evtt.getParent("phaseUse") == evt; }) .indexOf(event) == 1 && player.countCards("he") > 0 ); }, content: function () { "step 0"; var next = player.chooseToDiscard("he", get.prompt("xjshijian", trigger.player), "弃置一张牌并令其获得技能〖誉虚〗至回合结束"); next.set("logSkill", ["xjshijian", trigger.player]); next.set("check", get.attitude(player, trigger.player) > 0 && trigger.player.countCards("h") > 2); next.ai = function (card) { if (_status.event.check) return 5 - get.value(card); return -1; }; "step 1"; if (result.bool) trigger.player.addTempSkills("yuxu"); }, ai: { expose: 0.25, }, }, //新1v1 yanhuo: { audio: 2, trigger: { player: "die" }, forceDie: true, filter: function (event, player) { return player.countCards("he") > 0; }, direct: true, skillAnimation: true, animationColor: "thunder", content: function () { "step 0"; player .chooseTarget(get.prompt2("yanhuo"), function (card, player, target) { return target != player && target.countDiscardableCards(player, "he") > 0; }) .set("forceDie", true).ai = function (target) { return -target.countCards("he") * get.attitude(player, target); }; "step 1"; if (result.bool) { var target = result.targets[0]; event.target = target; player.logSkill("yanhuo", target); event.count = player.countCards("he"); } else event.finish(); "step 2"; if (target.countDiscardableCards(player, "he")) { player.line(target); player.discardPlayerCard(target, "he", true).set("forceDie", true); event.count--; if (event.count) event.redo(); } }, }, mouzhu: { audio: 2, enable: "phaseUse", usable: 1, filterTarget: function (card, player, target) { return target != player && target.countCards("h") > 0; }, content: function () { "step 0"; target.chooseCard("h", "交给" + get.translation(player) + "一张手牌", true); "step 1"; if (result.bool) target.give(result.cards, player); "step 2"; if (player.countCards("h") <= target.countCards("h")) { event.finish(); return; } var list = []; if (target.canUse("sha", player, false)) list.push("sha"); if (target.canUse("juedou", player, false)) list.push("juedou"); if (!list.length) event.finish(); else if (list.length == 1) event._result = { control: list[0] }; else target.chooseControl(list).set("prompt", "对" + get.translation(player) + "使用一张【杀】或【决斗】。").ai = function () { return get.effect(player, { name: "sha" }, target, target) >= get.effect(player, { name: "juedou" }, target, target) ? "sha" : "juedou"; }; "step 3"; target.useCard({ name: result.control, isCard: true }, player, "noai"); }, ai: { order: 7, result: { target: -1.2, player: function (player, target) { if (target.countCards("h") - player.countCards("h") > 1) return 1; if (get.damageEffect(target, player, player, player) > 0) return 1; if (player.hp > 3 || (player.countCards("h", "sha") && player.countCards("h", "shan"))) return 0; if (player.hp > 2) return -1.1; return -2; }, }, }, }, niluan: { audio: 2, trigger: { global: "phaseJieshuBegin" }, filter: function (event, player) { return ( event.player != player && (event.player.hp > player.hp || event.player.getHistory("useCard", function (card) { return card.card.name == "sha"; }).length > 0) ); }, direct: true, content: function () { var next = player.chooseToUse(); next.logSkill = "niluan"; next.set("openskilldialog", get.prompt2("niluan")); next.set("norestore", true); next.set("_backupevent", "niluanx"); next.set("custom", { add: {}, replace: { window: function () {} }, }); next.backup("niluanx"); }, }, niluanx: { viewAs: { name: "sha" }, filterCard: { color: "black" }, position: "hes", selectCard: 1, check: function (card) { return 5 - get.value(card); }, }, cuorui: { audio: 2, trigger: { global: "phaseBefore", player: "enterGame", }, forced: true, filter: function (event, player) { return player.maxHp > 0 && !get.is.single() && (event.name != "phase" || game.phaseNumber == 0); }, content: function () { player.draw(Math.min(5, player.maxHp), false); }, group: "cuorui_nojudge", subSkill: { nojudge: { trigger: { player: "phaseJudgeBefore", }, forced: true, audio: "cuorui", filter: function (event, player) { return !player.storage.cuorui && (get.is.single() || player.countCards("j")); }, content: function () { player.storage.cuorui = true; trigger.cancel(); game.log(player, "跳过了", "#g判定阶段"); }, }, }, }, liewei: { audio: 2, trigger: { source: "dieAfter" }, frequent: true, content: function () { player.draw(3); }, }, //蒋干 weicheng: { audio: 2, trigger: { global: "gainAfter", player: "loseAsyncAfter", }, //forced:true, frequent: true, filter: function (event, player) { if (player.getHp() <= player.countCards("h")) return false; if (event.name == "loseAsync") { if (event.type != "gain") return false; var cards = event.getl(player).hs; return game.hasPlayer(function (current) { if (current == player) return false; var cardsx = event.getg(current); for (var i of cardsx) { if (cards.includes(i)) return true; } return false; }); } if (event.player == player) return false; var evt = event.getl(player); return evt && evt.hs && evt.hs.length > 0; }, preHidden: true, content: function () { player.draw(); }, }, daoshu: { audio: 2, enable: "phaseUse", filterTarget: function (c, p, t) { return t != p && t.countGainableCards(p, "h") > 0; }, filter: function (e, p) { return !p.hasSkill("daoshu_used"); }, content: function () { "step 0"; player.chooseControl(lib.suit).set("prompt", "请选择一个花色").ai = function () { return lib.suit.randomGet(); }; "step 1"; event.suit = result.control; player.popup(event.suit + 2); game.log(player, "选择了", event.suit + 2); player.gainPlayerCard(target, true, "h", "visibleMove"); "step 2"; if (result.bool) { var suit2 = get.suit(result.cards[0]); if (suit2 == event.suit) { target.damage(); event.finish(); } else { player.addTempSkill("daoshu_used", "phaseUseEnd"); if ( player.countCards("h", function (card) { return get.suit(card) != suit2; }) == 0 ) { player.showHandcards(); event.finish(); } else player .chooseCard( "h", true, function (card) { return get.suit(card) != _status.event.suit2; }, "交给" + get.translation(target) + "一张不为" + get.translation(suit2) + "花色的牌" ) .set("suit2", suit2); } } else event.finish(); "step 3"; player.give(result.cards, target, true); }, ai: { order: 1, result: { target: -1, }, }, subSkill: { used: { sub: true }, }, }, //统率三军诸葛瑾和文聘 zhenwei_three: { global: "zhenwei_three_others", subSkill: { others: { mod: { globalTo: function (from, to, distance) { if ( from.side != to.side && game.hasPlayer(function (current) { return current != to && current.side == to.side && current.hasSkill("zhenwei_three"); }) ) return distance + 1; }, }, sub: true, }, }, }, huanshi_three: { audio: "huanshi", trigger: { global: "judge", }, filter: function (event, player) { return player.countCards("hes") > 0 && player.side == event.player.side; }, direct: true, content: function () { "step 0"; player .chooseCard(get.translation(trigger.player) + "的" + (trigger.judgestr || "") + "判定为" + get.translation(trigger.player.judging[0]) + "," + get.prompt("huanshi_three"), "hes", function (card) { var player = _status.event.player; var mod2 = game.checkMod(card, player, "unchanged", "cardEnabled2", player); if (mod2 != "unchanged") return mod2; var mod = game.checkMod(card, player, "unchanged", "cardRespondable", player); if (mod != "unchanged") return mod; return true; }) .set("ai", function (card) { var trigger = _status.event.getTrigger(); var player = _status.event.player; var judging = _status.event.judging; var result = trigger.judge(card) - trigger.judge(judging); var attitude = get.attitude(player, trigger.player); if (attitude == 0 || result == 0) return 0; if (attitude > 0) { return result - get.value(card) / 2; } else { return -result - get.value(card) / 2; } }) .set("judging", trigger.player.judging[0]); "step 1"; if (result.bool) { player.respond(result.cards, "highlight", "huanshi_three", "noOrdering"); } else { event.finish(); } "step 2"; if (result.bool) { if (trigger.player.judging[0].clone) { trigger.player.judging[0].clone.classList.remove("thrownhighlight"); game.broadcast(function (card) { if (card.clone) { card.clone.classList.remove("thrownhighlight"); } }, trigger.player.judging[0]); game.addVideo("deletenode", player, get.cardsInfo([trigger.player.judging[0].clone])); } game.cardsDiscard(trigger.player.judging[0]); trigger.player.judging[0] = result.cards[0]; trigger.orderingCards.addArray(result.cards); game.log(trigger.player, "的判定牌改为", result.cards[0]); game.delay(2); } }, ai: { rejudge: true, tag: { rejudge: 1, }, }, }, //变权移植 wanwei: { trigger: { target: ["rewriteGainResult", "rewriteDiscardResult"] }, direct: true, preHidden: true, filter: function (event, player) { return event.player != player; }, audio: 2, content: function () { "step 0"; var prompt = "即将失去" + get.translation(trigger.result.cards) + ",是否发动【挽危】?"; var next = player.choosePlayerCard(player, prompt, trigger.position); next.set("ai", function (button) { return 20 - get.value(button.link); }); next.filterButton = trigger.filterButton; next.selectButton = trigger.result.cards.length; next.setHiddenSkill("wanwei"); "step 1"; if (result.bool) { player.logSkill("wanwei"); trigger.result.cards = result.links.slice(0); trigger.result.links = result.links.slice(0); trigger.cards = result.links.slice(0); trigger.untrigger(); } }, }, gzjili: { mod: { aiOrder: function (player, card, num) { if (player.isPhaseUsing() && get.subtype(card) == "equip1" && !get.cardtag(card, "gifts")) { var range0 = player.getAttackRange(); var range = 0; var info = get.info(card); if (info && info.distance && info.distance.attackFrom) { range -= info.distance.attackFrom; } if (player.getEquip(1)) { var num = 0; var info = get.info(player.getEquip(1)); if (info && info.distance && info.distance.attackFrom) { num -= info.distance.attackFrom; } range0 -= num; } range0 += range; if ( range0 == player.getHistory("useCard").length + player.getHistory("respond").length + 2 && player.countCards("h", function (cardx) { return get.subtype(cardx) != "equip1" && player.getUseValue(cardx) > 0; }) ) return num + 10; } }, }, trigger: { player: ["useCard", "respond"] }, frequent: true, locked: false, preHidden: true, filter: function (event, player) { return player.getHistory("useCard").length + player.getHistory("respond").length == player.getAttackRange(); }, audio: 2, content: function () { player.draw(player.getHistory("useCard").length + player.getHistory("respond").length); }, ai: { threaten: 1.8, effect: { target_use(card, player, target, current) { let used = target.getHistory("useCard").length + target.getHistory("respond").length; if (get.subtype(card) == "equip1" && !get.cardtag(card, "gifts")) { if (player != target || !player.isPhaseUsing()) return; let range0 = player.getAttackRange(); let range = 0; let info = get.info(card); if (info && info.distance && info.distance.attackFrom) { range -= info.distance.attackFrom; } if (player.getEquip(1)) { let num = 0; let info = get.info(player.getEquip(1)); if (info && info.distance && info.distance.attackFrom) { num -= info.distance.attackFrom; } range0 -= num; } range0 += range; let delta = range0 - used; if (delta < 0) return; let num = player.countCards("h", function (card) { return (get.cardtag(card, "gifts") || get.subtype(card) != "equip1") && player.getUseValue(card) > 0; }); if (delta == 2 && num > 0) return [1, 3]; if (num >= delta) return "zeroplayertarget"; } else if (get.tag(card, "respondShan") > 0) { if (current < 0 && used == target.getAttackRange() - 1) { if (card.name === "sha") { if ( !target.mayHaveShan( player, "use", target.getCards("h", i => { return i.hasGaintag("sha_notshan"); }) ) ) return; } else if (!target.mayHaveShan(player)) return 0.9; return [1, (used + 1) / 2]; } } else if (get.tag(card, "respondSha") > 0) { if (current < 0 && used == target.getAttackRange() - 1 && target.mayHaveSha(player)) return [1, (used + 1) / 2]; } }, }, }, }, //新服曹笨 xinshanjia: { group: ["xinshanjia_count"], locked: false, mod: { aiValue: function (player, card, num) { if ((player.storage.xinshanjia || 0) < 3 && get.type(card) == "equip" && !get.cardtag(card, "gifts")) { return num / player.hp; } }, }, audio: "shanjia", trigger: { player: "phaseUseBegin", }, intro: { content: "本局游戏内已失去过#张装备牌", }, frequent: true, sync: function (player) { var history = player.actionHistory; var num = 0; for (var i = 0; i < history.length; i++) { for (var j = 0; j < history[i].lose.length; j++) { if (history[i].lose[j].parent.name == "useCard") continue; num += history[i].lose[j].cards2.filter(function (card) { return get.type(card, false) == "equip"; }).length; } } player.storage.xinshanjia = num; if (num > 0) player.markSkill("xinshanjia"); }, content: function () { "step 0"; player.draw(3); "step 1"; lib.skill.xinshanjia.sync(player); var num = 3 - player.storage.xinshanjia; if (num > 0) { player.chooseToDiscard("he", true, num).ai = get.disvalue; } "step 2"; var bool1 = true, bool2 = true; if (result.cards) { var cards = result.cards; for (var i = 0; i < result.cards.length; i++) { var type = get.type(result.cards[i], "trick", result.cards[i].original == "h" ? player : false); if (type == "basic") bool1 = false; if (type == "trick") bool2 = false; } } if (bool1) player.addTempSkill("xinshanjia_sha", "phaseUseAfter"); if (bool2) player.addTempSkill("xinshanjia_nodis", "phaseUseAfter"); if (bool1 && bool2) { player.chooseUseTarget({ name: "sha" }, "是否视为使用一张【杀】?", false); } }, ai: { threaten: 3, noe: true, reverseOrder: true, skillTagFilter: function (player) { if (player.storage.xinshanjia > 2) return false; }, effect: { target: function (card, player, target) { if (player.storage.xinshanjia < 3 && get.type(card) == "equip" && !get.cardtag(card, "gifts")) return [1, 3]; }, }, }, subSkill: { count: { forced: true, silent: true, popup: false, trigger: { player: "loseEnd", }, filter: function (event, player) { return event.cards2 && event.cards2.length > 0; }, content: function () { lib.skill.xinshanjia.sync(player); }, }, sha: { mark: true, charlotte: true, intro: { content: "使用【杀】的次数上限+1" }, mod: { cardUsable: function (card, player, num) { if (card.name == "sha") return num + 1; }, }, }, nodis: { mark: true, charlotte: true, intro: { content: "使用牌无距离限制" }, mod: { targetInRange: () => true, }, }, }, }, //OL马超 ol_shichou: { audio: 2, trigger: { player: "useCard2" }, filter: function (event, player) { return event.card && event.card.name == "sha"; }, direct: true, content: function () { "step 0"; var num = player.getDamagedHp() + 1; player .chooseTarget("是否发动【誓仇】?", "为" + get.translation(trigger.card) + "添加至多" + get.cnNumber(num) + "个目标", [1, num], function (card, player, target) { var evt = _status.event.getTrigger(); return target != player && !evt.targets.includes(target) && lib.filter.targetEnabled2(evt.card, player, target) && lib.filter.targetInRange(evt.card, player, target); }) .set("ai", function (target) { return get.effect(target, _status.event.getTrigger().card, _status.event.player); }); "step 1"; if (result.bool && result.targets && result.targets.length) { var targets = result.targets; player.logSkill("ol_shichou", targets); player.line(targets, trigger.card.nature); trigger.targets.addArray(targets); } }, }, dc_olshichou: { audio: "ol_shichou", trigger: { player: "useCard2" }, filter: function (event, player) { return ( event.card && event.card.name == "sha" && player.isDamaged() && game.hasPlayer(function (current) { return !event.targets.includes(current) && lib.filter.filterTarget(event.card, player, current); }) ); }, direct: true, content: function () { "step 0"; var num = Math.min( player.getDamagedHp(), game.countPlayer(function (current) { return !trigger.targets.includes(current) && lib.filter.filterTarget(trigger.card, player, current); }) ); player.chooseTarget("是否发动【誓仇】,令至多" + get.cnNumber(num) + "名其他角色也成为此【杀】的目标?", [1, num], function (card, player, target) { var evt = _status.event.getTrigger(); return target != player && !evt.targets.includes(target) && lib.filter.targetEnabled2(evt.card, player, target) && lib.filter.targetInRange(evt.card, player, target); }).ai = function (target) { return get.effect(target, { name: "sha" }, _status.event.player); }; "step 1"; if (result.bool && result.targets && result.targets.length) { var targets = result.targets; player.logSkill("dc_olshichou", targets); player.line(targets, trigger.card.nature); trigger.targets.addArray(targets); trigger.ol_shichou = true; player.addTempSkill("ol_shichou2"); } }, }, ol_shichou2: { charlotte: true, trigger: { player: "useCardAfter" }, filter: function (event, player) { return ( event.ol_shichou && !player.getHistory("sourceDamage", function (evt) { return evt.card == event.card; }).length && event.cards.filterInD().length > 0 ); }, forced: true, popup: false, content: function () { player.gain(trigger.cards.filterInD(), "gain2"); }, }, //新大小乔 new_xingwu: { audio: "xingwu", trigger: { player: "phaseDiscardBegin", }, direct: true, intro: { content: "expansion", markcount: "expansion", onunmark: function (storage, player) { player.removeAdditionalSkill("new_luoyan"); }, }, onremove: function (player, skill) { var cards = player.getExpansions(skill); if (cards.length) player.loseToDiscardpile(cards); }, filter: function (event, player) { return player.countCards("he") > 0; }, content: function () { "step 0"; player .chooseCard("he", get.prompt("new_xingwu"), "将一张牌置于武将牌上作为“舞”") .set("ai", function (card) { if (_status.event.goon) return 20 - get.value(card); return 7 - get.value(card); }) .set("goon", player.needsToDiscard() || player.getExpansions("new_xingwu").length > 1); "step 1"; if (result.bool) { player.logSkill("new_xingwu"); var cards = result.cards; player.addToExpansion(cards, player, "give").gaintag.add("new_xingwu"); if (player.hasSkill("new_luoyan")) player.addAdditionalSkill("new_luoyan", ["oltianxiang", "liuli"]); } else event.finish(); "step 2"; game.delayx(); var choices = []; event.addIndex = 0; if (player.getExpansions("new_xingwu").length > 2) { choices.push("将三张“星舞”牌置入弃牌堆"); } else event.addIndex++; if ( player.countCards("h", function (card) { return lib.filter.cardDiscardable(card, player, "new_xingwu"); }) > 1 ) choices.push("弃置两张手牌并将武将牌翻面"); if (choices.length) { player .chooseControl("cancel2") .set("prompt", "星舞:是否发射核弹?") .set("choiceList", choices) .set("ai", function () { var player = _status.event.player; if (player.getExpansions("new_xingwu").length > 2) return 0; if (player.isTurnedOver() || player.identity == "fan" || player.getEnemies().length == 1) return 0; return "cancel2"; }); } else event.finish(); "step 3"; if (result.control != "cancel2") { var num = result.index + event.addIndex; if (num == 1) { event.goto(5); return; } if (player.getExpansions("new_xingwu").length > 3) player.chooseButton(["请选择要移去的“星舞”牌", player.getExpansions("new_xingwu")], 3, true); else event._result = { bool: true, links: player.getExpansions("new_xingwu").slice(0), }; } else event.finish(); "step 4"; if (result.bool && result.links && result.links.length == 3) { var cards = result.links; player.loseToDiscardpile(cards); event.goto(6); } else event.finish(); "step 5"; player.chooseToDiscard(true, "h", 2); player.turnOver(); "step 6"; player.chooseTarget("请选择【星舞】的目标", "弃置其装备区内的所有牌。然后对其造成2点伤害(目标为女性角色则改为1点)", true, lib.filter.notMe).set("ai", function (target) { return ( -get.attitude(_status.event.player, target) * Math.sqrt( 4 + target.countCards("e", function (card) { return get.value(card, target) > 0; }) ) * (target.hasSex("female") ? 1 : 2) ); }); "step 7"; if (result.bool && result.targets && result.targets.length) { var target = result.targets[0]; player.line(target, "green"); var num = target.countCards("e"); if (num) player.discardPlayerCard(target, "e", num, true); target.damage(target.hasSex("female") ? 1 : 2); } }, ai: { threaten: 1.5, }, }, new_luoyan: { init: function (player) { if (player.getExpansions("new_xingwu").length) player.addAdditionalSkill("new_luoyan", ["oltianxiang", "liuli"]); }, onremove: function (player) { player.removeAdditionalSkill("new_luoyan"); }, derivation: ["oltianxiang", "liuli"], locked: true, ai: { combo: "new_xingwu", }, }, //新孙鲁育 new_meibu: { audio: "meibu", trigger: { global: "phaseUseBegin", }, filter: function (event, player) { return event.player != player && event.player.isIn() && player.countCards("he") > 0 && event.player.inRange(player); }, direct: true, derivation: ["new_zhixi"], checkx: function (event, player) { if (get.attitude(player, event.player) >= 0) return false; var e2 = player.getEquip(2); if (e2) { if (e2.name == "tengjia" || e2.name == "rewrite_tengjia") return true; if (e2.name == "bagua" || e2.name == "rewrite_bagua") return true; } return event.player.countCards("h") > event.player.hp; }, content: function () { "step 0"; var check = lib.skill.new_meibu.checkx(trigger, player); player .chooseToDiscard(get.prompt2("new_meibu", trigger.player), "he") .set("ai", function (card) { if (_status.event.check) return 6 - get.value(card); return 0; }) .set("check", check) .set("logSkill", ["new_meibu", trigger.player]); "step 1"; if (result.bool) { var target = trigger.player; var card = result.cards[0]; player.line(target, "green"); target.addTempSkills("new_zhixi", "phaseUseAfter"); if (card.name != "sha" && get.type(card) != "trick" && get.color(card) != "black") { target.addTempSkill("new_meibu_range", "phaseUseAfter"); target.markAuto("new_meibu_range", player); } target.markSkillCharacter("new_meibu", player, "魅步", "锁定技,出牌阶段,你至多可使用X张牌,你使用了锦囊牌后不能再使用牌(X为你的体力值)。"); } }, ai: { expose: 0.2, }, subSkill: { range: { onremove: true, charlotte: true, mod: { globalFrom: function (from, to, num) { if (from.getStorage("new_meibu_range").includes(to)) { return -Infinity; } }, }, sub: true, }, }, }, new_mumu: { audio: "mumu", trigger: { player: "phaseUseBegin", }, filter: function (event, player) { return game.hasPlayer(current => { if (current == player) return current.getEquips(2).length > 0; return current.countCards("e") > 0; }); }, direct: true, content: function () { "step 0"; player .chooseTarget(get.prompt("new_mumu"), "弃置一名其他角色装备区内的一张牌,或者获得一名角色装备区内的防具牌", function (card, player, target) { if (target == player) return target.getEquips(2).length > 0; return target.countCards("e") > 0; }) .set("ai", function (target) { var player = _status.event.player; var att = get.attitude(player, target); if (target.getEquip(2) && player.hasEmptySlot(2)) { return -2 * att; } return -att; }); "step 1"; if (result.bool && result.targets && result.targets.length) { event.target = result.targets[0]; player.logSkill("new_mumu", event.target); player.line(event.target, "green"); var e = event.target.getEquips(2); event.e = e; if (target == player) event.choice = "获得一张防具牌"; else if (e.length > 0) { player.chooseControl("弃置一张装备牌", "获得一张防具牌").set("ai", function () { if (_status.event.player.getEquips(2).length > 0) { return "弃置一张装备牌"; } return "获得一张防具牌"; }); } else { event.choice = "弃置一张装备牌"; } } else event.finish(); "step 2"; var choice = event.choice || result.control; if (choice == "弃置一张装备牌") { player.discardPlayerCard(event.target, "e", true); } else { if (event.e) { player.gain(event.e, event.target, "give", "bySelf"); player.addTempSkill("new_mumu2"); } } }, }, new_zhixi: { mod: { cardEnabled: function (card, player) { if (player.storage.new_zhixi2 || player.countMark("new_zhixi") >= player.hp) return false; }, cardUsable: function (card, player) { if (player.storage.new_zhixi2 || player.countMark("new_zhixi") >= player.hp) return false; }, cardSavable: function (card, player) { if (player.storage.new_zhixi2 || player.countMark("new_zhixi") >= player.hp) return false; }, }, trigger: { player: "useCard1", }, forced: true, popup: false, firstDo: true, init: function (player, skill) { player.storage[skill] = 0; var evt = _status.event.getParent("phaseUse"); if (evt && evt.player == player) { player.getHistory("useCard", function (evtx) { if (evtx.getParent("phaseUse") == evt) { player.storage[skill]++; if (get.type2(evtx.card) == "trick") player.storage.new_zhixi2 = true; } }); } }, onremove: function (player) { player.unmarkSkill("new_meibu"); delete player.storage.new_zhixi; delete player.storage.new_zhixi2; }, content: function () { player.addMark("new_zhixi", 1, false); if (get.type2(trigger.card) == "trick") player.storage.new_zhixi2 = true; }, ai: { presha: true, pretao: true, neg: true, nokeep: true, }, }, new_mumu2: { charlotte: true, mod: { cardEnabled: function (card) { if (card.name == "sha") return false; }, }, }, qingzhong: { audio: 2, trigger: { player: "phaseUseBegin" }, check: function (event, player) { if ( game.hasPlayer(function (current) { return current != player && current.isMinHandcard() && get.attitude(player, current) > 0; }) ) { return true; } if (player.countCards("h") <= 2) return true; // if(player.countCards('h')<=3&&!player.countCards('h','shan')) return true; //if(player.countCards('h',{type:'basic'})<=1) return true; return false; }, content: function () { player.draw(2); player.addTempSkill("qingzhong_give"); }, subSkill: { give: { audio: "qingzhong", trigger: { player: "phaseUseEnd" }, filter: function (event, player) { return !player.isMinHandcard(true); }, forced: true, content: function () { "step 0"; var list = game.filterPlayer(function (current) { return current.isMinHandcard(); }); if (list.length == 1) { if (list[0] != player) { player.line(list[0], "green"); player.swapHandcards(list[0]); } event.finish(); } else { player .chooseTarget(true, "清忠:选择一名手牌最少的角色与其交换手牌", function (card, player, target) { return target.isMinHandcard(); }) .set("ai", function (target) { return get.attitude(_status.event.player, target); }); } "step 1"; if (result.bool) { var target = result.targets[0]; if (target != player) { player.line(target, "green"); player.swapHandcards(target); } } }, }, }, }, weijing: { audio: 2, enable: "chooseToUse", filter: function (event, player) { if (event.type == "wuxie" || player.hasSkill("weijing_used")) return false; for (var name of ["sha", "shan"]) { if (event.filterCard({ name: name, isCard: true }, player, event)) return true; } return false; }, chooseButton: { dialog: function (event, player) { var vcards = []; for (var name of ["sha", "shan"]) { var card = { name: name, isCard: true }; if (event.filterCard(card, player, event)) vcards.push(["基本", "", name]); } var dialog = ui.create.dialog("卫境", [vcards, "vcard"], "hidden"); dialog.direct = true; return dialog; }, backup: function (links, player) { return { filterCard: () => false, selectCard: -1, viewAs: { name: links[0][2], isCard: true, }, popname: true, precontent: function () { player.logSkill("weijing"); player.addTempSkill("weijing_used", "roundStart"); }, }; }, prompt: function (links, player) { return "卫境:视为使用一张【" + get.translation(links[0][2]) + "】"; }, }, ai: { order: function (item, player) { var player = _status.event.player; var event = _status.event; if (event.filterCard({ name: "sha" }, player, event)) { if ( !player.hasShan() && !game.hasPlayer(function (current) { return player.canUse("sha", current) && current.hp == 1 && get.effect(current, { name: "sha" }, player, player) > 0; }) ) { return 0; } return 2.95; } else { var player = _status.event.player; if (player.hasSkill("qingzhong_give")) return 2.95; return 3.15; } }, respondSha: true, respondShan: true, skillTagFilter: function (player, tag, arg) { if (player.hasSkill("weijing_used")) return false; if (arg != "use") return false; }, result: { player: 1, }, }, subSkill: { used: { mark: true, intro: { content: "本轮已发动", }, }, }, }, zishu: { audio: 2, locked: true, subSkill: { discard: { trigger: { global: "phaseEnd" }, audio: "zishu", forced: true, filter: function (event, player) { if (_status.currentPhase != player) { var he = player.getCards("h"); var bool = false; player.getHistory("gain", function (evt) { if (!bool && evt && evt.cards) { for (var i = 0; i < evt.cards.length; i++) { if (he.includes(evt.cards[i])) bool = true; break; } } }); return bool; } return false; }, content: function () { var he = player.getCards("h"); var list = []; player.getHistory("gain", function (evt) { if (evt && evt.cards) { for (var i = 0; i < evt.cards.length; i++) { if (he.includes(evt.cards[i])) list.add(evt.cards[i]); } } }); player.$throw(list, 1000); player.lose(list, ui.discardPile, "visible"); game.log(player, "将", list, "置入弃牌堆"); }, }, mark: { trigger: { player: "gainBegin", global: "phaseBeginStart", }, silent: true, filter: function (event, player) { return event.name != "gain" || player != _status.currentPhase; }, content: function () { if (trigger.name == "gain") trigger.gaintag.add("zishu"); else player.removeGaintag("zishu"); }, }, draw: { trigger: { player: "gainAfter", global: "loseAsyncAfter", }, audio: "zishu", forced: true, filter: function (event, player) { if (_status.currentPhase != player || event.getg(player).length == 0) return false; return event.getParent(2).name != "zishu_draw"; }, content: function () { player.draw("nodelay"); }, }, }, ai: { threaten: 1.2, nogain: 1, skillTagFilter: function (player) { return player != _status.currentPhase; }, }, group: ["zishu_draw", "zishu_discard", "zishu_mark"], }, xinyingyuan: { audio: "yingyuan", trigger: { player: "useCardAfter" }, direct: true, filter: function (event, player) { if (_status.currentPhase != player) return false; var type = get.type(event.card, "trick"); return ( player.getHistory("custom", function (evt) { return evt.xinyingyuan_name == type; }).length == 0 ); }, content: function () { "step 0"; event.type = get.type(trigger.card, "trick"); player .chooseTarget(get.prompt("xinyingyuan"), "令一名其他角色从牌堆中获得一张" + get.translation(event.type) + "牌", function (card, player, target) { return target != player; }) .set("ai", function (target) { var att = get.attitude(_status.event.player, target); if (att < 3) return 0; if (target.hasJudge("lebu")) att /= 2; if (target.hasSkillTag("nogain")) att /= 10; return att / (1 + get.distance(player, target, "absolute")); }); "step 1"; if (result.bool) { player.logSkill("xinyingyuan", result.targets[0]); var card = get.cardPile2(function (cardx) { return get.type(cardx, "trick") == event.type; }); if (card) result.targets[0].gain(card, "log", "gain2"); player.getHistory("custom").push({ xinyingyuan_name: event.type }); } }, }, yingyuan: { audio: 2, trigger: { player: "useCardAfter" }, direct: true, filter: function (event, player) { if (_status.currentPhase != player) return false; if ( player.getHistory("custom", function (evt) { return evt.yingyuan_name == event.card.name; }).length > 0 ) return false; return event.cards.filterInD().length > 0; }, content: function () { "step 0"; player .chooseTarget(get.prompt("yingyuan"), "将" + get.translation(trigger.cards) + "交给一名其他角色", function (card, player, target) { return target != player; }) .set("ai", function (target) { if (target.hasJudge("lebu")) return 0; let att = get.attitude(_status.event.player, target), name = _status.event.cards[0].name; if (att < 3) return 0; if (target.hasSkillTag("nogain")) att /= 10; if (name === "sha" && target.hasSha()) att /= 5; if (name === "wuxie" && target.needsToDiscard(_status.event.cards)) att /= 5; return att / (1 + get.distance(player, target, "absolute")); }) .set("cards", trigger.cards); "step 1"; if (result.bool) { player.logSkill("yingyuan", result.targets[0]); result.targets[0].gain(trigger.cards.filterInD(), "gain2"); player.getHistory("custom").push({ yingyuan_name: trigger.card.name }); } }, }, shuimeng: { audio: 2, trigger: { player: "phaseUseAfter" }, direct: true, filter: function (event, player) { return player.countCards("h"); }, content: function () { "step 0"; player .chooseTarget(get.prompt2("shuimeng"), function (card, player, target) { return player.canCompare(target); }) .set("ai", function (target) { if (!_status.event.goon) return 0; return -get.attitude(_status.event.player, target); }) .set( "goon", player.needsToDiscard() || player.hasCard(function (card) { var val = get.value(card); if (val < 0) return true; if (val <= 5) { return card.number >= 11; } if (val <= 6) { return card.number >= 12; } return false; }) ); "step 1"; if (result.bool) { player.logSkill("shuimeng", result.targets); event.target = result.targets[0]; player.chooseToCompare(event.target); } else { event.finish(); } "step 2"; if (result.bool) { player.chooseUseTarget({ name: "wuzhong", isCard: true }, true); } else { event.target.useCard({ name: "guohe", isCard: true }, player); } }, }, qianya: { audio: 2, trigger: { target: "useCardToTargeted" }, direct: true, filter: function (event, player) { return get.type(event.card, "trick") == "trick" && player.countCards("h"); }, content: function () { "step 0"; var nh = player.countCards("h"); player.chooseCardTarget({ filterCard: true, filterTarget: function (card, player, target) { return target != player; }, selectCard: [1, nh], ai1: function (card) { var player = _status.event.player; var cardname = _status.event.cardname; if (_status.event.du) return -get.value(card, player, "raw"); else if (_status.event.shuimeng) { if (cardname == "wuzhong") { if ( player.needsToDiscard(2, (i, player) => { return !ui.selected.cards.includes(i) && !player.canIgnoreHandcard(i); }) ) return 10 - get.value(card, player, "raw"); } else if (cardname == "guohe") { if ( player.needsToDiscard(-1, (i, player) => { return !ui.selected.cards.includes(i) && !player.canIgnoreHandcard(i); }) ) return 10 - get.value(card, player, "raw"); } return 0; } else if (cardname == "lebu") { if ( player.needsToDiscard(1, (i, player) => { return !ui.selected.cards.includes(i) && !player.canIgnoreHandcard(i); }) ) { return 8 - get.value(card, player, "raw"); } else { if (!ui.selected.cards.length) { return 6 - get.value(card, player, "raw"); } return 0; } } else if (cardname == "shunshou") { if (_status.event.nh <= 2) return get.value(card, player, "raw"); } else if (cardname == "huogong") { if (player.hp == 1) return get.value(card, player, "raw"); } if (ui.selected.cards.length) return 0; return 7 - get.value(card, player, "raw"); }, ai2: function (target) { var att = get.attitude(_status.event.player, target); var nh2 = target.countCards("h"); var num = Math.sqrt(1 + nh2); var cardname = _status.event.cardname; if (_status.event.du) return 0.5 - att; else if (_status.event.shuimeng) { return att / num; } else if (cardname == "lebu") { return att / num; } else if (cardname == "shunshou") { if (_status.event.nh <= 2) return att / num; } else if (cardname == "huogong") { if (_status.event.player.hp == 1) return att / num; } if (_status.event.nh > nh2 + 1) { return att / num; } return 0; }, du: player.hasCard(function (card) { return get.value(card, player, "raw") < 0; }), shuimeng: trigger.getParent(2).name == "shuimeng", nh: nh, cardname: trigger.card.name, prompt: get.prompt2("qianya"), }); "step 1"; if (result.bool) { player.logSkill("qianya", result.targets); player.give(result.cards, result.targets[0]); } }, }, xianfu: { trigger: { global: "phaseBefore", player: "enterGame", }, forced: true, filter: function (event, player) { return game.hasPlayer(current => current != player) && (event.name != "phase" || game.phaseNumber == 0); }, audio: 6, content: function () { "step 0"; player .chooseTarget("请选择【先辅】的目标", lib.translate.xianfu_info, true, function (card, player, target) { return target != player && (!player.storage.xianfu2 || !player.storage.xianfu2.includes(target)); }) .set("ai", function (target) { var att = get.attitude(_status.event.player, target); if (att > 0) return att + 1; if (att == 0) return Math.random(); return att; }).animate = false; "step 1"; if (result.bool) { var target = result.targets[0]; if (!player.storage.xianfu2) player.storage.xianfu2 = []; player.storage.xianfu2.push(target); player.addSkill("xianfu2"); } }, }, xianfu_mark: { marktext: "辅", intro: { name: "先辅", content: "当你受到伤害后,$受到等量的伤害,当你回复体力后,$回复等量的体力", }, }, xianfu2: { audio: "xianfu", charlotte: true, trigger: { global: ["damageEnd", "recoverEnd"] }, forced: true, filter: function (event, player) { if (event.player.isDead() || !player.storage.xianfu2 || !player.storage.xianfu2.includes(event.player) || event.num <= 0) return false; if (event.name == "damage") return true; return player.isDamaged(); }, logTarget: "player", content: function () { "step 0"; var target = trigger.player; if (!target.storage.xianfu_mark) target.storage.xianfu_mark = []; target.storage.xianfu_mark.add(player); target.storage.xianfu_mark.sortBySeat(); target.markSkill("xianfu_mark"); game.delayx(); "step 1"; player[trigger.name](trigger.num, "nosource"); }, onremove: function (player) { if (!player.storage.xianfu2) return; game.countPlayer(function (current) { if (player.storage.xianfu2.includes(current) && current.storage.xianfu_mark) { current.storage.xianfu_mark.remove(player); if (!current.storage.xianfu_mark.length) current.unmarkSkill("xianfu_mark"); else current.markSkill("xianfu_mark"); } }); delete player.storage.xianfu2; }, group: "xianfu3", }, xianfu3: { trigger: { global: "dieBegin" }, silent: true, filter: function (event, player) { return event.player == player || (player.storage.xianfu2 && player.storage.xianfu2.includes(player)); }, content: function () { if (player == trigger.player) lib.skill.xianfu2.onremove(player); else player.storage.xianfu2.remove(event.player); }, }, chouce: { trigger: { player: "damageEnd" }, content: function () { "step 0"; event.num = trigger.num; "step 1"; player.judge(); "step 2"; event.color = result.color; if (event.color == "black") { if ( game.hasPlayer(function (current) { return current.countDiscardableCards(player, "hej") > 0; }) ) player .chooseTarget( "弃置一名角色区域内的一张牌", function (card, player, target) { return target.countDiscardableCards(player, "hej"); }, true ) .set("ai", function (target) { var player = _status.event.player; var att = get.attitude(player, target); if (att < 0) { att = -Math.sqrt(-att); } else { att = Math.sqrt(att); } return att * lib.card.guohe.ai.result.target(player, target); }); else event.finish(); } else { var next = player.chooseTarget("令一名角色摸一张牌"); if (player.storage.xianfu2 && player.storage.xianfu2.length) { next.set("prompt2", "(若目标为" + get.translation(player.storage.xianfu2) + "则改为摸两张牌)"); } next.set("ai", function (target) { var player = _status.event.player; var att = get.attitude(player, target) / Math.sqrt(1 + target.countCards("h")); if (target.hasSkillTag("nogain")) att /= 10; if (player.storage.xianfu2 && player.storage.xianfu2.includes(target)) return att * 2; return att; }); } "step 3"; if (result.bool) { var target = result.targets[0]; player.line(target, "green"); if (event.color == "black") { player.discardPlayerCard(target, "hej", true); } else { if (player.storage.xianfu2 && player.storage.xianfu2.includes(target)) { if (!target.storage.xianfu_mark) target.storage.xianfu_mark = []; target.storage.xianfu_mark.add(player); target.storage.xianfu_mark.sortBySeat(); target.markSkill("xianfu_mark"); target.draw(2); } else { target.draw(); } } } "step 4"; if (--event.num > 0 && player.hasSkill("chouce")) { player.chooseBool(get.prompt2("chouce")); } else { event.finish(); } "step 5"; if (result.bool) { player.logSkill("chouce"); event.goto(1); } }, ai: { maixie: true, maixie_hp: true, effect: { target: function (card, player, target) { if (get.tag(card, "damage")) { if (player.hasSkillTag("jueqing", false, target)) return [1, -2]; if (!target.hasFriend()) return; if (target.hp >= 4) return [1, get.tag(card, "damage") * 1.5]; if (target.hp == 3) return [1, get.tag(card, "damage") * 1]; if (target.hp == 2) return [1, get.tag(card, "damage") * 0.5]; } }, }, }, }, fuqi: { audio: 2, forced: true, trigger: { player: "useCard", }, filter: function (event, player) { return ( event.card && (get.type(event.card) == "trick" || (get.type(event.card) == "basic" && !["shan", "tao", "jiu", "du"].includes(event.card.name))) && game.hasPlayer(function (current) { return current != player && get.distance(current, player) <= 1; }) ); }, content: function () { trigger.directHit.addArray( game.filterPlayer(function (current) { return current != player && get.distance(current, player) <= 1; }) ); }, ai: { directHit_ai: true, skillTagFilter: function (player, tag, arg) { return get.distance(arg.target, player) <= 1; }, }, }, wylianji: { enable: "phaseUse", audio: 2, usable: 1, filter: function (event, player) { return player.hasCard(lib.skill.wylianji.filterCard); }, check: function (card) { if (card.name == "sha") return 1; else { if (get.tag(card, "damage")) { if (get.tag(card, "multineg")) return 5; return 2; } } return 0; }, filterCard: function (card) { return get.name(card) == "sha" || (get.type(card, "trick") == "trick" && get.color(card) == "black" && !get.info(card).multitarget && get.info(card).enable); }, filterTarget: function (card, player, target) { return ( target != player && !target.isMin() && (player.canUse(card, target, false) || game.hasPlayer(function (current) { return current != player && target.canUse(card, current); })) ); }, discard: false, lose: true, delay: false, content: function () { "step 0"; player.showCards(get.translation(player) + "对" + get.translation(target) + "发动了【连计】", cards); "step 1"; var equip1 = get.cardPile2(function (card) { return get.subtype(card) == "equip1"; }); if (!equip1) { player.popup("杯具"); game.log("牌堆中无装备"); event.finish(); return; } if (equip1.name == "qinggang" && !lib.inpile.includes("qibaodao")) { equip1.remove(); equip1 = game.createCard2("qibaodao", equip1.suit, equip1.number); } target.$draw(equip1); target.chooseUseTarget(true, equip1, "nothrow", "nopopup"); game.delay(); "step 2"; game.updateRoundNumber(); var card = cards[0]; var bool1 = game.hasPlayer(function (current) { return current != player && target.canUse(card, current); }); var bool2 = player.canUse(card, target, false); if (bool1 && bool2) { target .chooseControl(function () { return 0; }) .set("choiceList", ["对除" + get.translation(player) + "以外的角色使用" + get.translation(cards) + ",并将装备区里的武器牌交给该牌的一个目标角色", "视为" + get.translation(player) + "对你使用" + get.translation(cards) + ",并将装备区内的武器牌交给" + get.translation(player)]); } else if (bool1) { event.directindex = 0; } else if (bool2) { event.directindex = 1; } else { event.finish(); } "step 3"; var card = cards[0]; if (result && typeof event.directindex != "number") { event.directindex = result.index; } if (event.directindex == 1) { event.insert(lib.skill.wylianji.content_use, { player: player, target: target, card: card, }); } else { event.insert(lib.skill.wylianji.content_give, { player: target, card: card, targets: game.filterPlayer(function (current) { return current != player; }), }); } }, content_use: function () { "step 0"; player.useCard(card, target); "step 1"; if (!get.owner(card)) { target.gain(card, "gain2"); } "step 2"; var equip1 = target.getEquips(1); if (equip1.length) { game.delay(); target.give(equip1, player); target.line(player); } }, content_give: function () { "step 0"; var select = get.select(get.info(card).selectTarget); if (select[1] == -1) { for (var i = 0; i < targets.length; i++) { if (!player.canUse(card, targets[i])) { targets.splice(i--, 1); } } if (targets.length) { player.useCard(card, targets); } event.list = targets.slice(0); event.goto(2); } else { player .chooseTarget(select, "选择" + get.translation(card) + "的目标", true, function (cardx, player, target) { var card = _status.event.card; return _status.event.targets.includes(target) && player.canUse(card, target); }) .set("ai", function (target) { var card = _status.event.card; var player = _status.event.player; return get.effect(target, card, player, player); }) .set("targets", targets) .set("card", card); } "step 1"; if (result.bool) { player.useCard(card, result.targets); event.list = result.targets.slice(0); } "step 2"; var equip1 = player.getEquips(1); if (equip1.length) { for (var i = 0; i < event.list.length; i++) { if (event.list[i].isDead()) event.list.splice(i--, 1); } if (event.list.length > 1) { player .chooseTarget(true, "将" + get.translation(equip1) + "交给一名角色", function (card, player, target) { return _status.event.list.includes(target); }) .set("ai", function (target) { return get.attitude(player, target); }) .set("list", _status.event.list); event.equip1 = equip1; } else { if (event.list.length == 1) { player.give(equip1, event.list[0]); player.line(event.list); } event.finish(); } } else { event.finish(); } "step 3"; if (result.bool && result.targets.length && event.equip1) { player.give(event.equip1, result.targets[0]); player.line(result.targets); } }, ai: { order: 7, result: { target: function (player, target) { if (ui.selected.cards.length) { var card = ui.selected.cards[0]; var bool = card.name != "sha"; if ( game.hasPlayer(function (current) { return target.canUse(card, current, bool) && get.effect(current, card, target, player) > 0; }) ) { var num = 1; if (target.getEquip(1)) { num = 0.6; } if (target.hasSkillTag("noe")) 2 * num; return num; } } return 0; }, }, }, }, moucheng: { audio: 2, derivation: ["jingong", "wy_meirenji", "wy_xiaolicangdao"], trigger: { global: "damageEnd" }, forced: true, popup: false, filter: function (event, player) { return event.source != player && event.getParent(2).name == "useCard" && event.getParent(3).name == "wylianjiInserted"; }, init: function (player) { player.storage.moucheng = 0; }, intro: { content: "已造成#点伤害", }, unique: true, juexingji: true, content: function () { player.storage.moucheng += trigger.num; if (player.hasSkill("moucheng")) { player.markSkill("moucheng"); player.syncStorage("moucheng"); } if (player.storage.moucheng >= 3) { event.trigger("mouchengAwaken"); } }, group: "moucheng_awaken", subSkill: { awaken: { trigger: { player: "mouchengAwaken" }, forced: true, skillAnimation: true, animationColor: "gray", content: function () { player.awakenSkill("moucheng"); game.log(player, "失去了技能", "#g【连计】"); player.changeSkills(["jingong"], ["wylianji"]); }, }, }, ai: { combo: "wylianji", }, }, jingong: { audio: 2, enable: "phaseUse", usable: 1, filter: function (event, player) { return ( event.xinjingong_list && player.countCards("hes", function (card) { return card.name == "sha" || get.type(card) == "equip"; }) ); }, onChooseToUse: function (event) { if (!game.online) { var evt = event.getParent(); if (evt.name != "phaseUse") return; if (!evt.xinjingong_list) { var list = get.inpile("trick").randomGets(2); if (Math.random() < 0.5) { list.push("wy_meirenji"); } else { list.push("wy_xiaolicangdao"); } evt.xinjingong_list = list; } if (!event.xinjingong_list) event.set("xinjingong_list", evt.xinjingong_list); } }, chooseButton: { dialog: function (event, player) { var list = []; for (var i of event.xinjingong_list) list.push(["锦囊", "", i]); return ui.create.dialog("矜功", [list, "vcard"]); }, filter: function (button, player) { return lib.filter.filterCard({ name: button.link[2] }, player, _status.event.getParent()); }, check: function (button) { return _status.event.player.getUseValue({ name: button.link[2] }); }, backup: function (links, player) { return { audio: "jingong", popname: true, position: "hes", viewAs: { name: links[0][2] }, check: function (card) { return 6 - get.value(card); }, filterCard: function (card) { return card.name == "sha" || get.type(card) == "equip"; }, precontent: function () { player.addTempSkill("jingong2"); }, }; }, prompt: function (links, player) { return "将一张【杀】或装备牌当做" + get.translation(links[0][2]) + "使用"; }, }, ai: { order: 2, result: { player: function (player) { if ((player.hp <= 2 || player.needsToDiscard()) && !player.getStat("damage")) return 0; return 1; }, }, }, }, jingong2: { trigger: { player: "phaseJieshuBegin" }, forced: true, filter: function (event, player) { return !player.getStat("damage"); }, content: function () { player.loseHp(); }, }, jingong3: { charlotte: true }, weikui: { audio: 2, enable: "phaseUse", usable: 1, filterTarget: function (card, player, target) { return target != player && target.countCards("h"); }, content: function () { "step 0"; player.loseHp(); "step 1"; if (target.countCards("h", "shan")) { player.viewHandcards(target); if (player.canUse({ name: "sha", isCard: true }, target, false)) player.useCard({ name: "sha", isCard: true }, target, false); player.storage.weikui2 = target; player.addTempSkill("weikui2"); } else { player.discardPlayerCard(target, "visible", true, "h").set("ai", function (button) { return get.value(button.link, _status.event.target); }); } }, ai: { order: 8, result: { target: function (player, target) { if (player.hp <= 2) return 0; if (player.hp == 3) return target.hp <= 2 ? -1 : 0; return -1; }, }, }, }, weikui2: { onremove: true, mod: { globalFrom: function (from, to) { if (to == from.storage.weikui2) return -Infinity; }, }, mark: "character", intro: { content: "与$的距离视为1直到回合结束", }, }, lizhan: { audio: 2, trigger: { player: "phaseJieshuBegin" }, direct: true, filter: function (event, player) { for (var i = 0; i < game.players.length; i++) { if (game.players[i].isDamaged()) { return true; } } return false; }, content: function () { "step 0"; player .chooseTarget(get.prompt("lizhan"), "令任意名已受伤的角色各摸一张牌", [1, Infinity], function (card, player, target) { return target.isDamaged(); }) .set("ai", function (target) { return get.attitude(player, target); }); "step 1"; if (result.bool) { player.logSkill("lizhan", result.targets); game.asyncDraw(result.targets); } }, ai: { expose: 0.3, threaten: 1.3, }, }, xinfenyue: { enable: "phaseUse", audio: "fenyue", filter: function (event, player) { var num = game.players.length - player.getFriends(true).length; if ((player.getStat().skill.xinfenyue || 0) >= num) return false; return player.countCards("h") > 0; }, filterTarget: function (event, player, target) { return player.canCompare(target); }, content: function () { "step 0"; player.chooseToCompare(target); "step 1"; if (!result.bool) event.finish(); event.num = result.num1; "step 2"; if (num <= 5 && target.countGainableCards(player, "he") > 0) player.gainPlayerCard(target, "he", true); "step 3"; if (num <= 9) { var card = get.cardPile2(function (x) { return x.name == "sha"; }); if (card) player.gain(card, "gain2"); } "step 4"; if (num <= 13) { var card = { name: "sha", nature: "thunder" }; if (player.canUse(card, target, false)) player.useCard(card, target, false); } }, ai: { order: 4, result: { target: function (player, target) { var sort = function (a, b) { return b.number - a.number; }; var ps = player.getCards("h").sort(sort); var ts = target.getCards("h").sort(sort); if (ps[0].number > ts[0].number) { var effect = get.effect(target, { name: "sha", nature: "thunder" }, player, player); if (ps[0].number < 6 && target.countCards("he") > 1) effect -= 2; if (ps[0].number < 10) effect -= 1; return effect; } return ps.length >= ts.length ? -0.5 : 0; }, }, }, }, fenyue: { audio: 2, enable: "phaseUse", filter: function (event, player) { if (!player.countCards("h")) return false; var num; if (get.mode() == "identity") { num = game.countPlayer(function (current) { return current.identity == "zhong" || current.identity == "mingzhong"; }); } else { num = 1; } if (player.getStat().skill.fenyue >= num) return false; return true; }, filterTarget: function (card, player, target) { return player.canCompare(target); }, ai: { order: 2.8, result: { target: function (player, target) { if ( get.attitude(player, target) < 0 && player.hasCard(function (card) { return (card.number >= 9 && get.value(card) <= 5) || get.value(card) <= 3; }) ) { return get.effect(target, { name: "sha" }, player, target); } else { return 0; } }, }, }, content: function () { "step 0"; player.chooseToCompare(target); "step 1"; if (result.bool) { player .chooseControl(function () { return 1; }) .set("choiceList", ["令" + get.translation(target) + "不能使用或打出手牌直到回合结束", "视为对" + get.translation(target) + "使用一张杀(不计入次数限制)"]); } else { var evt = _status.event.getParent("phaseUse"); if (evt && evt.name == "phaseUse") { evt.skipped = true; } event.finish(); } "step 2"; if (result.control == "选项一") { target.addTempSkill("fenyue2"); } else { player.useCard({ name: "sha", isCard: true }, target, false); } }, }, fenyue2: { mark: true, mod: { cardEnabled2: function (card) { if (get.position(card) == "h") return false; }, }, intro: { content: "不能使用或打出手牌", }, }, zfengshi: { audio: 2, trigger: { player: "useCardToPlayered" }, filter: function (event, player) { return event.card.name == "sha" && event.target.countCards("e"); }, logTarget: "target", check: function (event, player) { if (event.target.hasSkillTag("noe")) return false; return get.attitude(player, event.target) < 0; }, content: function () { trigger.target.chooseToDiscard("e", true); }, }, chuanxin: { audio: 2, trigger: { source: "damageBegin2" }, preHidden: true, filter: function (event, player) { if (_status.currentPhase != player) return false; if (!_status.event.getParent("phaseUse")) return false; if (event.card && (event.card.name == "sha" || event.card.name == "juedou") && event.getParent().name == event.card.name) { if (get.mode() == "guozhan") { return (event.player.identity != "qun" || player.identity == "ye") && !event.player.isUnseen() && event.player.hasViceCharacter(); } else { var info = lib.character[event.player.name]; if (!info) return false; var skills = event.player.getSkills(); for (var i = 0; i < info[3].length; i++) { if (lib.skill[info[3][i]].fixed) continue; if (skills.includes(info[3][i])) return true; } } } return false; }, logTarget: "player", check: function (event, player) { if (get.mode() == "guozhan") { if (!event.player.isUnseen(1) && get.guozhanRank(event.player.name2, event.player) < 4) return false; } if (event.player.hasSkill("subplayer")) return false; if (get.attitude(player, event.player) < 0) { if (event.player.hp == 1 && event.player.countCards("e") < 2 && event.player.name2 != "gz_pangtong") return false; return true; } return false; }, content: function () { "step 0"; trigger.cancel(); if (trigger.player.countCards("e")) { trigger.player .chooseControl(function (event, player) { if (get.mode() == "guozhan" && get.guozhanRank(player.name2, player) < 4) return 1; if (player.hp == 1) return 1; if (player.hp == 2 && player.countCards("e") >= 2) return 1; return 0; }) .set("choiceList", ["弃置装备区内的所有牌并失去1点体力", get.mode() == "guozhan" ? "移除副将牌" : "随机移除武将牌上的一个技能"]); } else { event._result = { index: 1 }; } "step 1"; if (result.index == 1) { if (get.mode() != "guozhan") { var info = lib.character[trigger.player.name]; var skills = trigger.player.getSkills(); var list = []; for (var i = 0; i < info[3].length; i++) { if (lib.skill[info[3][i]].fixed) continue; if (skills.includes(info[3][i])) { list.push(info[3][i]); } } if (list.length) { var skill = list.randomGet(); trigger.player.removeSkills(skill); } } else { trigger.player.removeCharacter(1); } } else { trigger.player.discard(trigger.player.getCards("e")); trigger.player.loseHp(); } }, }, hengjiang: { audio: 2, trigger: { player: "damageEnd" }, preHidden: true, check: function (event, player) { return get.attitude(player, _status.currentPhase) < 0 || !_status.currentPhase.needsToDiscard(2); }, filter: function (event) { return _status.currentPhase && _status.currentPhase.isIn() && event.num > 0; }, logTarget: function () { return _status.currentPhase; }, content: function () { var source = _status.currentPhase; if (source.hasSkill("hengjiang2")) { source.storage.hengjiang2 += trigger.num; source.storage.hengjiang3.add(player); source.updateMarks(); } else { source.storage.hengjiang3 = [player]; source.storage.hengjiang2 = trigger.num; source.addTempSkill("hengjiang2"); } }, ai: { maixie_defend: true, }, }, hengjiang2: { mark: true, charlotte: true, intro: { content: "手牌上限-#", }, mod: { maxHandcard: function (player, num) { return num - player.storage.hengjiang2; }, }, onremove: function (player) { delete player.storage.hengjiang2; delete player.storage.hengjiang3; }, trigger: { player: "phaseDiscardEnd" }, filter: function (event, player) { if (event.cards && event.cards.length) return false; var players = player.storage.hengjiang3; for (var i = 0; i < players.length; i++) { if (players[i].isIn()) return true; } return false; }, forced: true, popup: false, content: function () { var players = player.storage.hengjiang3; for (var i = 0; i < players.length; i++) { if (players[i].isIn()) { players[i].logSkill("hengjiang"); players[i].line(player, "green"); } } game.asyncDraw(player.storage.hengjiang3); }, }, rehengjiang: { audio: "hengjiang", trigger: { player: "damageEnd" }, check: function (event, player) { return get.attitude(player, _status.currentPhase) < 0 || !_status.currentPhase.needsToDiscard(2); }, filter: function (event) { return _status.currentPhase && _status.currentPhase.isIn() && event.num > 0; }, logTarget: function () { return _status.currentPhase; }, preHidden: true, content: function () { "step 0"; event.count = trigger.num; "step 1"; event.count--; var source = _status.currentPhase; source.addTempSkill("rehengjiang2"); source.addMark("rehengjiang2", 1, false); player.addTempSkill("rehengjiang3"); "step 2"; if (event.count && player.hasSkill("rehengjiang")) { player.chooseBool(get.prompt2("rehengjiang", _status.currentPhase)).set("ai", function () { return lib.skill.rehengjiang.check(_status.event.getTrigger(), _status.event.player); }); } else event.finish(); "step 3"; if (result.bool) { player.logSkill("rehengjiang", _status.currentPhase); event.goto(1); } }, ai: { maixie_defend: true, notemp: true, }, }, rehengjiang2: { mark: true, charlotte: true, onremove: true, intro: { content: "手牌上限-#", }, mod: { maxHandcard: function (player, num) { return num - player.storage.rehengjiang2; }, }, }, rehengjiang3: { audio: "hengjiang", trigger: { global: "phaseEnd" }, forced: true, charlotte: true, filterx: function (event, player) { if (!event.player.countMark("rehengjiang2")) return false; if ( event.player.hasHistory("lose", function (evt) { return evt.type == "discard" && evt.cards2.length > 0 && evt.getParent("phaseDiscard").player == event.player; }) ) return false; return true; }, logTarget: "player", content: function () { if (lib.skill.rehengjiang3.filterx(trigger, player)) { var num = player.getHistory("useSkill", function (evt) { return evt.skill == "rehengjiang" && evt.targets.includes(trigger.player); }).length; if (num > 0) player.draw(num); } else player.draw(); }, }, shuangren: { trigger: { player: "phaseUseBegin" }, direct: true, preHidden: true, filter: function (event, player) { return ( player.countCards("h") > 0 && game.hasPlayer(function (current) { return current != player && player.canCompare(current); }) ); }, content: function () { "step 0"; var goon; if (player.needsToDiscard() > 1) { goon = player.hasCard(function (card) { return card.number > 10 && get.value(card) <= 5; }); } else { goon = player.hasCard(function (card) { return (card.number >= 9 && get.value(card) <= 5) || get.value(card) <= 3; }); } player .chooseTarget(get.prompt2("shuangren"), function (card, player, target) { return player.canCompare(target); }) .set("ai", function (target) { var player = _status.event.player; if (_status.event.goon && get.attitude(player, target) < 0) { return get.effect(target, { name: "sha" }, player, player); } return 0; }) .set("goon", goon) .setHiddenSkill(event.name); "step 1"; if (result.bool) { var target = result.targets[0]; event.target = target; player.logSkill("shuangren", target); player.chooseToCompare(target); } else { event.finish(); } "step 2"; if (result.bool) { var target = event.target; if ( game.hasPlayer(function (current) { if (target == current) return false; if (!player.canUse("sha", current, false)) return false; return target.isFriendOf(current); }) ) { var str = "对一名与" + get.translation(target) + "势力相同的"; player .chooseTarget(str + "角色使用一张杀", true, function (card, player, target) { if (!player.canUse("sha", target, false)) return false; if (get.mode() == "guozhan") { return target.isFriendOf(_status.event.identity); } return true; }) .set("ai", function (target) { var player = _status.event.player; return get.effect(target, { name: "sha" }, player, player); }) .set("identity", target); } else { player.useCard({ name: "sha", isCard: true }, target, false); event.finish(); } } else { player.addTempSkill("zishou2"); event.finish(); } "step 3"; if (result.bool && result.targets && result.targets.length) { player.useCard({ name: "sha", isCard: true }, result.targets[0], false); } }, }, kuanshi: { audio: 2, trigger: { player: "phaseJieshuBegin" }, direct: true, content: function () { "step 0"; player.chooseTarget(get.prompt2("kuanshi")).set("ai", function (target) { if (get.attitude(_status.event.player, target) > 0) { return 1 / Math.sqrt(target.hp + 1); } return 0; }).animate = false; "step 1"; if (result.bool) { var target = result.targets[0]; player.logSkill("kuanshi"); target.storage.kuanshi2 = player; target.addSkill("kuanshi2"); } }, }, kuanshi2: { /*mark:'character', intro:{ content:'下一次受到超过1点的伤害时,防止此伤害,然后$跳过下个回合的摸牌阶段' },*/ trigger: { player: "damageBegin4" }, forced: true, filter: function (event, player) { return event.num > 1; }, //priority:-11, content: function () { trigger.cancel(); player.storage.kuanshi2.skip("phaseDraw"); player.removeSkill("kuanshi2"); }, group: "kuanshi2_remove", onremove: true, subSkill: { remove: { trigger: { global: ["phaseZhunbeiBegin", "dieAfter"] }, forced: true, popup: false, filter: function (event, player) { return event.player == player.storage.kuanshi2; }, content: function () { player.removeSkill("kuanshi2"); }, }, }, }, xiashu: { audio: 2, trigger: { player: "phaseUseBegin" }, direct: true, filter: function (event, player) { return player.countCards("h") > 0; }, content: function () { "step 0"; var maxval = 0; var hs = player.getCards("h"); for (var i = 0; i < hs.length; i++) { maxval = Math.max(maxval, get.value(hs[i])); } player .chooseTarget(get.prompt2("xiashu"), lib.filter.notMe) .set("ai", function (target) { var player = _status.event.player; var maxval = _status.event.maxval; var dh = target.countCards("h") - player.countCards("h"); var att = get.attitude(player, target); if (target.hasSkill("qingjian")) return false; if (dh <= 0) return 0; if (att > 0) return 0.1; if (maxval >= 8) return 0; if (att == 0) return 0.2; if (dh >= 3) return dh; if (dh == 2) { if (maxval <= 7) return dh; } if (maxval <= 6) return dh; return 0; }) .set("maxval", maxval); "step 1"; if (result.bool) { player.logSkill("xiashu", result.targets); event.target = result.targets[0]; var hs = player.getCards("h"); player.give(hs, event.target); } else { event.finish(); } "step 2"; var hs = event.target.getCards("h"); if (!hs.length) { event.finish(); return; } hs.sort(function (a, b) { return get.value(b, player, "raw") - get.value(a, player, "raw"); }); event.target .chooseCard([1, hs.length], "展示至少一张手牌", true) .set("ai", function (card) { var rand = _status.event.rand; var list = _status.event.list; if (_status.event.att) { if (ui.selected.cards.length >= Math.ceil(list.length / 2)) return 0; var value = get.value(card); if (_status.event.getParent().player.isHealthy()) { value += (get.tag(card, "damage") ? 1.5 : 0) + (get.tag(card, "draw") ? 2 : 0); } return value; } if (ui.selected.cards.length >= Math.floor(list.length / 2)) return 0; return list.indexOf(card) % 2 == rand ? 1 : 0; }) .set("rand", Math.random() < 0.6 ? 1 : 0) .set("list", hs) .set("att", get.attitude(event.target, player) > 0); "step 3"; event.target.showCards(result.cards); event.cards1 = result.cards; event.cards2 = event.target.getCards("h", function (card) { return !event.cards1.includes(card); }); "step 4"; var choice; var num1 = event.cards1.length; var num2 = event.cards2.length; if (get.attitude(event.target, player) > 0 && num1 >= num2) { choice = 0; } else if (num1 == num2) { choice = Math.random() < 0.45 ? 0 : 1; } else if (num1 > num2) { if (num1 - num2 == 1) { choice = Math.random() < 0.6 ? 0 : 1; } else { choice = 0; } } else { if (num2 - num1 == 1) { choice = Math.random() < 0.6 ? 1 : 0; } else { choice = 1; } } player .chooseControl(function (event, player) { return _status.event.choice; }) .set("choiceList", ["获得" + get.translation(event.target) + "展示的牌", "获得" + get.translation(event.target) + "未展示的牌"]) .set("choice", choice); "step 5"; if (result.index == 0) { player.gain(event.cards1, target, "give", "bySelf"); } else { player.gain(event.cards2, target, "giveAuto", "bySelf"); } }, ai: { expose: 0.1, }, }, sheyan: { audio: 2, trigger: { target: "useCardToTarget" }, filter: function (event, player) { if (!event.targets || !event.targets.includes(player)) return false; var info = get.info(event.card); if (info.type != "trick") return false; if (info.multitarget) return false; if (event.targets.length > 1) return true; return game.hasPlayer(function (current) { return !event.targets.includes(current) && lib.filter.targetEnabled2(event.card, event.player, current); }); }, direct: true, content: function () { "step 0"; var bool1 = trigger.targets.length > 1; var bool2 = game.hasPlayer(function (current) { return !trigger.targets.includes(current) && lib.filter.targetEnabled2(trigger.card, trigger.player, current); }); if (bool1 && bool2) { player .chooseControlList(get.prompt("sheyan"), ["为" + get.translation(trigger.card) + "增加一个目标", "为" + get.translation(trigger.card) + "减少一个目标"], function (event, player) { if (_status.event.add) return 0; return 1; }) .set("add", get.effect(player, trigger.card, trigger.player, player) >= 0); } else if (bool2) { event.type = "add"; event.goto(2); event.unchosen = true; } else { event.type = "remove"; event.goto(2); event.unchosen = true; } "step 1"; if (result.control == "cancel2") { event.finish(); } else if (result.index == 1) { event.type = "remove"; } else { event.type = "add"; } "step 2"; if (event.type == "add") { player .chooseTarget(event.unchosen ? get.prompt("sheyan") : null, "为" + get.translation(trigger.card) + "增加一个目标", function (card, player, target) { var trigger = _status.event.getTrigger(); return !trigger.targets.includes(target) && lib.filter.targetEnabled2(trigger.card, trigger.player, target); }) .set("ai", function (target) { var trigger = _status.event.getTrigger(); return get.effect(target, trigger.card, trigger.player, _status.event.player); }); } else { player .chooseTarget(event.unchosen ? get.prompt("sheyan") : null, "为" + get.translation(trigger.card) + "减少一个目标", function (card, player, target) { return _status.event.targets.includes(target); }) .set("ai", function (target) { var trigger = _status.event.getTrigger(); return -get.effect(target, trigger.card, trigger.player, _status.event.player); }) .set("targets", trigger.targets); } "step 3"; if (result.bool) { if (!event.isMine() && !event.isOnline()) game.delayx(); event.target = result.targets[0]; } else { event.finish(); } "step 4"; player.logSkill("sheyan", event.target); if (event.type == "add") { trigger.targets.push(event.target); } else { trigger.getParent().excluded.add(event.target); } }, ai: { expose: 0.2, }, }, bingzheng: { audio: 2, trigger: { player: "phaseUseEnd" }, direct: true, content: function () { "step 0"; player .chooseTarget(get.prompt2("bingzheng"), function (card, player, target) { return target.countCards("h") != target.hp; }) .set("ai", function (target) { var player = _status.event.player; var att = get.attitude(player, target); var nh = target.countCards("h"); if (att > 0) { if (nh == target.hp - 1) { if (player == target) return att + 1; return att + 2; } if (player == target && player.needsToDiscard()) return att / 3; return att; } else { if (nh == target.hp + 1) return -att; if (nh == 0) return 0; return -att / 2; } }); "step 1"; if (result.bool) { player.logSkill("bingzheng", result.targets); event.target = result.targets[0]; if (event.target.countCards("h")) { player .chooseControl(function (event, player) { var target = event.target; if (get.attitude(player, target) < 0) return 1; return 0; }) .set("choiceList", ["令" + get.translation(event.target) + "摸一张牌", "令" + get.translation(event.target) + "弃置一张手牌"]); } else { event.directfalse = true; } } else { event.finish(); } "step 2"; if (event.directfalse || result.index == 0) { event.target.draw(); } else { event.target.chooseToDiscard("h", true); } "step 3"; if (event.target.countCards("h") == event.target.hp) { player.draw(); if (event.target == player) { event.finish(); return; } var next = player.chooseCard("是否交给" + get.translation(event.target) + "一张牌?", "he"); next.set("ai", function (card) { if (get.position(card) != "h") return 0; if (_status.event.shan && card.name == "shan") { return 11; } if (_status.event.goon) { return 10 - get.value(card); } return -get.value(card, _status.event.player, "raw"); }); if (get.attitude(player, event.target) > 1 && player.countCards("h", "shan") > 1 && player.countCards("h") > event.target.countCards("h")) { next.set("shan", true); } if (get.attitude(player, event.target) > 0 && player.needsToDiscard()) { next.set("goon", true); } } else { event.finish(); } "step 4"; if (result.bool) { player.give(result.cards, target); } }, ai: { expose: 0.2, threaten: 1.4, }, }, fuman: { audio: 2, enable: "phaseUse", filterTarget: function (card, player, target) { if (target == player) return false; var stat = player.getStat("skill").fuman_targets; return !stat || !stat.includes(target); }, filter: function (event, player) { return player.countCards("h") > 0 && game.hasPlayer(current => lib.skill.fuman.filterTarget(null, player, current)); }, discard: false, lose: false, delay: false, filterCard: true, content: function () { player.give(cards, target).gaintag.add("fuman"); target.addSkill("fuman2"); player.addSkill("fuman_draw"); var stat = player.getStat("skill"); if (!stat.fuman_targets) stat.fuman_targets = []; stat.fuman_targets.push(target); }, check: function (card) { return 6 - get.value(card); }, ai: { order: 2, result: { target: function (player, target) { if (!target.hasSha()) return 1.2; return 1; }, }, }, subSkill: { draw: { trigger: { global: "useCardAfter" }, forced: true, charlotte: true, filter: function (event, player) { return event.player.hasHistory("lose", function (evt) { if (evt.getParent() != event) return false; for (var i in evt.gaintag_map) { if (evt.gaintag_map[i].includes("fuman")) return true; } return false; }); }, logTarget: "player", content: function () { player.draw( trigger.player.hasHistory("sourceDamage", function (evt) { return evt.card == trigger.card; }) ? 2 : 1 ); }, }, }, }, fuman2: { mod: { aiOrder: function (player, card, num) { if (get.itemtype(card) == "card" && card.hasGaintag("fuman")) return num + 1; }, cardname: function (card, player) { if (get.itemtype(card) == "card" && card.hasGaintag("fuman")) return "sha"; }, }, }, qizhou: { trigger: { player: ["phaseBefore", "equipEnd", "loseEnd"] }, forced: true, popup: false, derivation: ["mashu", "reyingzi", "reduanbing", "fenwei"], filter: function (event, player) { if (player.equiping) return false; var suits = []; var es = player.getCards("e"); for (var i = 0; i < es.length; i++) { suits.add(get.suit(es[i])); } if (player.additionalSkills.qizhou) { return player.additionalSkills.qizhou.length != suits.length; } else { return suits.length > 0; } }, content: function () { var suits = []; var es = player.getCards("e"); for (var i = 0; i < es.length; i++) { suits.add(get.suit(es[i])); } player.removeAdditionalSkill("qizhou"); switch (suits.length) { case 1: player.addAdditionalSkill("qizhou", ["mashu"]); break; case 2: player.addAdditionalSkill("qizhou", ["mashu", "reyingzi"]); break; case 3: player.addAdditionalSkill("qizhou", ["mashu", "reyingzi", "reduanbing"]); break; case 4: player.addAdditionalSkill("qizhou", ["mashu", "reyingzi", "reduanbing", "fenwei"]); break; } }, ai: { threaten: 1.2, }, }, shanxi: { audio: 2, enable: "phaseUse", usable: 1, filterCard: { color: "red", type: "basic" }, filterTarget: function (card, player, target) { return target != player && target.countCards("he") && player.inRange(target); }, check: function (card) { return 6 - get.value(card); }, content: function () { "step 0"; player.discardPlayerCard(target, true); "step 1"; if (result.bool) { if (get.name(result.cards[0], result.cards[0].original == "h" ? player : false) == "shan") { player.viewHandcards(target); } else { target.viewHandcards(player); } } }, ai: { order: 8, result: { target: -1, }, }, }, fenxun: { enable: "phaseUse", usable: 1, position: "he", filterTarget: function (card, player, target) { return target != player; }, content: function () { player.markAuto("fenxun2", [target]); player.addTempSkill("fenxun2"); }, check: function (card) { if (card.name == "sha" && _status.event.player.countCards("h", "sha") <= 1) return 0; return 6 - get.value(card); }, filterCard: true, ai: { order: 4, result: { player: function (player, target) { if (get.distance(player, target) <= 1) return 0; var hs = player.getCards("h", "shunshou"); if (hs.length && player.canUse(hs[0], target, false)) { return 1; } var geteff = function (current) { return player.canUse("sha", current, false, true) && get.effect(current, { name: "sha" }, player, player) > 0; }; if (player.hasSha() && geteff(target)) { var num = game.countPlayer(function (current) { return current != player && get.distance(player, current) <= 1 && geteff(current); }); if (num == 0) { if ( game.hasPlayer(function (current) { return player.canUse("sha", current) && geteff(current) && current != target; }) ) { return 1; } } else if (num == 1) { return 1; } } return 0; }, }, }, }, fenxun2: { mark: "character", onremove: true, intro: { content: "到$的距离视为1", }, mod: { globalFrom: function (from, to) { if (from.getStorage("fenxun2").includes(to)) { return -Infinity; } }, }, }, duanbing: { audio: 2, audioname2: { heqi: "duanbing_heqi" }, trigger: { player: "useCard2" }, filter: function (event, player) { if (event.card.name != "sha") return false; return game.hasPlayer(function (current) { return !event.targets.includes(current) && get.distance(player, current) <= 1 && player.canUse(event.card, current); }); }, direct: true, content: function () { "step 0"; player .chooseTarget(get.prompt("duanbing"), "为" + get.translation(trigger.card) + "增加一个目标", function (card, player, target) { return !_status.event.sourcex.includes(target) && get.distance(player, target) <= 1 && player.canUse(_status.event.card, target); }) .set("sourcex", trigger.targets) .set("ai", function (target) { var player = _status.event.player; return get.effect(target, _status.event.card, player, player); }) .set("card", trigger.card); "step 1"; if (result.bool) { if (!event.isMine() && !event.isOnline()) game.delayx(); event.target = result.targets[0]; } else { event.finish(); } "step 2"; player.logSkill("duanbing", event.target); trigger.targets.push(event.target); }, ai: { effect: { player: function (card, player, target, current, isLink) { if (!isLink && card.name == "sha") { if (player._duanbingtmp) return; player._duanbingtmp = true; if (get.effect(target, card, player, player) <= 0) { delete player._duanbingtmp; return; } if ( game.hasPlayer(function (current) { return current != target && get.distance(player, current) <= 1 && player.canUse(card, current) && get.effect(current, card, player, player) > 0; }) ) { delete player._duanbingtmp; return [1, 1]; } delete player._duanbingtmp; } }, }, }, }, fuhan: { audio: 2, trigger: { player: "phaseBegin" }, unique: true, limited: true, skillAnimation: true, animationColor: "orange", filter: function (event, player) { return player.storage.fanghun2 > 0; }, prompt: function (event, player) { var num = Math.max(2, player.storage.fanghun2 || 0); num = Math.min(num, 8); return get.prompt("fuhan") + "(体力上限:" + num + ")"; }, check: function (event, player) { var num = Math.max(2, player.storage.fanghun2 || 0); if (num == 1) return false; if (player.hp <= 1) return true; if (num == 2) return false; if (num == 3) return player.hp < 3 && player.isMinHp(); return true; }, content: function () { "step 0"; if (player.storage.fanghun) player.draw(player.storage.fanghun); player.removeMark("fanghun", player.storage.fanghun); event.num = Math.max(2, player.storage.fanghun2 || 0); var list; if (_status.characterlist) { list = []; for (var i = 0; i < _status.characterlist.length; i++) { var name = _status.characterlist[i]; if (lib.character[name][1] == "shu") list.push(name); } } else if (_status.connectMode) { list = get.charactersOL(function (i) { return lib.character[i][1] != "shu"; }); } else { list = get.gainableCharacters(function (info) { return info[1] == "shu"; }); } var players = game.players.concat(game.dead); for (var i = 0; i < players.length; i++) { list.remove(players[i].name); list.remove(players[i].name1); list.remove(players[i].name2); } list.remove("zhaoyun"); list.remove("re_zhaoyun"); list.remove("ol_zhaoyun"); // var dialog=ui.create.dialog(); // dialog.add([list.randomGets(5),'character']); player .chooseButton(true) .set("ai", function (button) { return get.rank(button.link, true) - lib.character[button.link][2]; }) .set("createDialog", ["将武将牌替换为一名角色", [list.randomGets(5), "character"]]); player.awakenSkill("fuhan"); "step 1"; event.num = Math.min(event.num, 8); player.reinitCharacter(get.character(player.name2, 3).includes("fuhan") ? player.name2 : player.name1, result.links[0]); "step 2"; var num = event.num - player.maxHp; if (num > 0) player.gainMaxHp(num); else player.loseMaxHp(-num); player.recover(); }, ai: { combo: "fanghun", }, }, refuhan: { audio: "fuhan", trigger: { player: "phaseZhunbeiBegin" }, unique: true, limited: true, skillAnimation: true, animationColor: "orange", filter: function (event, player) { return player.countMark("fanghun") > 0; }, content: function () { "step 0"; if (player.storage.fanghun) player.draw(player.storage.fanghun); player.removeMark("fanghun", player.storage.fanghun); player.awakenSkill("refuhan"); "step 1"; var list; if (_status.characterlist) { list = []; for (var i = 0; i < _status.characterlist.length; i++) { var name = _status.characterlist[i]; if (lib.character[name][1] == "shu") list.push(name); } } else if (_status.connectMode) { list = get.charactersOL(function (i) { return lib.character[i][1] != "shu"; }); } else { list = get.gainableCharacters(function (info) { return info[1] == "shu"; }); } var players = game.players.concat(game.dead); for (var i = 0; i < players.length; i++) { list.remove(players[i].name); list.remove(players[i].name1); list.remove(players[i].name2); } list.remove("zhaoyun"); list.remove("re_zhaoyun"); list.remove("ol_zhaoyun"); list = list.randomGets(Math.max(4, game.countPlayer())); var skills = []; for (var i of list) { skills.addArray( (lib.character[i][3] || []).filter(function (skill) { var info = get.info(skill); return info && !info.zhuSkill && !info.limited && !info.juexingji && !info.hiddenSkill && !info.charlotte && !info.dutySkill; }) ); } if (!list.length || !skills.length) { event.finish(); return; } if (player.isUnderControl()) { game.swapPlayerAuto(player); } var switchToAuto = function () { _status.imchoosing = false; event._result = { bool: true, skills: skills.randomGets(2), }; if (event.dialog) event.dialog.close(); if (event.control) event.control.close(); }; var chooseButton = function (list, skills) { var event = _status.event; if (!event._result) event._result = {}; event._result.skills = []; var rSkill = event._result.skills; var dialog = ui.create.dialog("请选择获得至多两个技能", [list, "character"], "hidden"); event.dialog = dialog; var table = document.createElement("div"); table.classList.add("add-setting"); table.style.margin = "0"; table.style.width = "100%"; table.style.position = "relative"; for (var i = 0; i < skills.length; i++) { var td = ui.create.div(".shadowed.reduce_radius.pointerdiv.tdnode"); td.link = skills[i]; table.appendChild(td); td.innerHTML = "" + get.translation(skills[i]) + ""; td.addEventListener(lib.config.touchscreen ? "touchend" : "click", function () { if (_status.dragged) return; if (_status.justdragged) return; _status.tempNoButton = true; setTimeout(function () { _status.tempNoButton = false; }, 500); var link = this.link; if (!this.classList.contains("bluebg")) { if (rSkill.length >= 2) return; rSkill.add(link); this.classList.add("bluebg"); } else { this.classList.remove("bluebg"); rSkill.remove(link); } }); } dialog.content.appendChild(table); dialog.add("  "); dialog.open(); event.switchToAuto = function () { event.dialog.close(); event.control.close(); game.resume(); _status.imchoosing = false; }; event.control = ui.create.control("ok", function (link) { event.dialog.close(); event.control.close(); game.resume(); _status.imchoosing = false; }); for (var i = 0; i < event.dialog.buttons.length; i++) { event.dialog.buttons[i].classList.add("selectable"); } game.pause(); game.countChoose(); }; if (event.isMine()) { chooseButton(list, skills); } else if (event.isOnline()) { event.player.send(chooseButton, list, skills); event.player.wait(); game.pause(); } else { switchToAuto(); } "step 2"; var map = event.result || result; if (map && map.skills && map.skills.length) { player.addSkills(map.skills); } game.broadcastAll(function (list) { game.expandSkills(list); for (var i of list) { var info = lib.skill[i]; if (!info) continue; if (!info.audioname2) info.audioname2 = {}; info.audioname2.zhaoxiang = "fuhan"; } }, map.skills); "step 3"; if (player.isMinHp()) player.recover(); }, ai: { combo: "refanghun", }, }, refanghun: { mod: { aiValue: function (player, card, num) { if (card.name != "sha" && card.name != "shan") return; var geti = function () { var cards = player.getCards("hs", function (card) { return card.name == "sha" || card.name == "shan"; }); if (cards.includes(card)) { return cards.indexOf(card); } return cards.length; }; return Math.max(num, [7, 5, 5, 3][Math.min(geti(), 3)]); }, }, locked: false, audio: "fanghun", inherit: "fanghun", trigger: { player: "useCard", target: "useCardToTargeted", }, }, fanghun: { hiddenCard: function (player, name) { if (!player.storage.fanghun || player.storage.fanghun <= 0) return false; if (name == "tao") return player.countCards("hs", "jiu") > 0; if (name == "jiu") return player.countCards("hs", "tao") > 0; return false; }, audio: 2, marktext: "影", intro: { content: "mark", name: "梅影", }, trigger: { source: "damageSource", player: "damageEnd", }, forced: true, locked: false, filter: function (event) { return event.card && event.card.name == "sha"; }, content: function () { player.addMark("fanghun", trigger.num || 1); player.addMark("fanghun2", trigger.num || 1, false); }, group: ["fanghun_sha", "fanghun_draw"], subSkill: { draw: { trigger: { player: ["useCardAfter", "respondAfter"] }, forced: true, popup: false, filter: function (event) { return event.skill == "fanghun_sha" || event.skill == "fanghun_shan"; }, content: function () { player.draw(); }, }, sha: { audio: "fanghun", inherit: "ollongdan", enable: ["chooseToUse", "chooseToRespond"], prompt: "弃置一枚【梅影】标记,将杀当做闪,或将闪当做杀,或将桃当做酒,或将酒当做桃使用或打出", filter: function (event, player) { return player.hasMark("fanghun") && get.info("ollongdan").filter(event, player); }, onrespond: function () { return this.onuse.apply(this, arguments); }, onuse: function (result, player) { player.removeMark("fanghun", 1); }, ai: { respondSha: true, respondShan: true, skillTagFilter: function (player, tag) { if (!player.hasMark("fanghun")) return false; return get.info("ollongdan").ai.skillTagFilter(player, tag); }, order: function (item, player) { if (!player || !player.storage) { player = _status.event.player; if (!player || !player.storage) return 0; if ( Object.keys(player.storage).some(i => { return typeof i == "string" && i.indexOf("fuhan") != -1; }) ) return 4; return 1; } const awakened = Object.keys(player.storage).some(i => typeof i == "string" && i.indexOf("fuhan") != -1); if (_status.event.type == "phase") { var max = 0; var list = ["sha", "tao", "jiu"]; var map = { sha: "shan", tao: "jiu", jiu: "tao" }; for (var i = 0; i < list.length; i++) { var name = list[i]; if (player.countCards("hs", map[name]) > (name == "jiu" ? 1 : 0) && player.getUseValue({ name: name }) > 0) { var temp = get.order({ name: name }); if (temp > max) max = temp; } } if (max > 0) max += awakened ? 0.3 : -0.3; return max; } return awakened ? 4 : 1; }, }, }, }, }, yjixi: { derivation: "rewangzun", audio: "weidi", trigger: { player: "phaseJieshuBegin" }, forced: true, filter: function (event, player) { if (player.phaseNumber < 3) return false; var num = 0; for (var i = player.actionHistory.length - 1; i >= 0; i--) { if (!player.actionHistory[i].isMe) continue; if (_status.globalHistory[i].changeHp.some(evt => evt.player == player && evt.getParent().name == "loseHp")) return false; else { num++; if (num >= 3) break; } } return true; }, skillAnimation: true, animationColor: "gray", unique: true, juexingji: true, content: function () { "step 0"; player.awakenSkill("yjixi"); player.gainMaxHp(); player.recover(); "step 1"; var str = "摸两张牌"; var mode = get.mode(); var choice = "选项一"; if (mode == "identity" || (mode == "versus" && _status.mode == "four")) { var list = []; var zhu = get.zhu(player); if (zhu && zhu != player && zhu.skills) { for (var i = 0; i < zhu.skills.length; i++) { if (lib.skill[zhu.skills[i]] && lib.skill[zhu.skills[i]].zhuSkill) { list.push(zhu.skills[i]); } } } if (list.length) { str += "并获得技能" + get.translation(list); event.list = list; choice = "选项二"; } } player .chooseControl(function (event, player) { return _status.event.choice; }) .set("choiceList", ["获得技能〖妄尊〗", str]) .set("choice", choice); "step 2"; if (result.control == "选项一") { player.addSkills("rewangzun"); } else { player.draw(2); if (event.list) { player.addSkills(event.list); game.broadcastAll(function (list) { game.expandSkills(list); for (var i of list) { var info = lib.skill[i]; if (!info) continue; if (!info.audioname2) info.audioname2 = {}; info.audioname2.old_yuanshu = "weidi"; } }, event.list); } } }, }, xinyongsi: { audio: "yongsi", group: ["xinyongsi1", "xinyongsi2"], locked: true, }, xinyongsi1: { audio: "yongsi1", trigger: { player: "phaseDrawBegin1" }, forced: true, filter: function (event, player) { return !event.numFixed; }, content: function () { player.draw(game.countGroup()); trigger.changeToZero(); }, }, xinyongsi2: { audio: "yongsi2", trigger: { player: "phaseDiscardBegin" }, forced: true, check: function () { return false; }, content: function () { "step 0"; player.chooseToDiscard("he", "庸肆").set("prompt2", "弃置一张牌,或取消并失去1点体力").ai = function (card) { return 8 - get.value(card); }; "step 1"; if (!result.bool) player.loseHp(); }, }, lianzhu: { audio: 2, enable: "phaseUse", usable: 1, filterCard: true, position: "he", filterTarget: function (card, player, target) { return target != player; }, check: function (card) { var num = get.value(card); if (get.color(card) == "black") { if (num >= 6) return 0; return 20 - num; } else { if (_status.event.player.needsToDiscard()) return 7 - num; } return 0; }, discard: false, lose: false, delay: false, content: function () { "step 0"; player.give(cards, target); if (get.color(cards[0]) == "black") { target .chooseToDiscard(2, "he", "弃置两张牌,或令" + get.translation(player) + "摸两张牌") .set("ai", function (card) { if (_status.event.goon) return 7 - get.value(card); return 0; }) .set("goon", get.attitude(target, player) < 0); } else { event.finish(); } "step 1"; if (!result.bool) { player.draw(2); } }, ai: { order: 8, expose: 0.2, result: { target: function (player, target) { if (ui.selected.cards.length && get.color(ui.selected.cards[0]) == "red") { if (target.countCards("h") < player.countCards("h")) return 1; return 0.5; } return -1; }, }, }, }, xiehui: { mod: { ignoredHandcard: function (card, player) { if (get.color(card) == "black") { return true; } }, cardDiscardable: function (card, player, name) { if (name == "phaseDiscard" && get.color(card) == "black") return false; }, }, trigger: { global: "gainAfter", player: "loseAsyncAfter", }, forced: true, popup: false, filter: function (event, player) { if (event.name == "loseAsync") { if (event.type != "gain") return false; return game.hasPlayer(function (current) { if (current == player) return false; var hs = current.getCards("h"), cards = event.getl(player).cards2; var cardsx = event.getg(current); for (var i of cardsx) { if (hs.includes(i) && cards.includes(i) && get.color(i, player) == "black") return true; } return false; }); } if (event.player != player) { var hs = event.player.getCards("h"); var evt = event.getl(player); return ( evt && evt.cards2 && evt.cards2.filter(function (card) { return hs.includes(card) && get.color(card, player) == "black"; }).length > 0 ); } return false; }, content: function () { var cards = trigger.getl(player).cards2; game.countPlayer(function (current) { if (current == player) return; var hs = current.getCards("h"), cardsx = trigger.getg(current).filter(function (card) { return hs.includes(card) && cards.includes(card) && get.color(card, player) == "black"; }); if (cardsx.length > 0) { current.addSkill("xiehui2"); current.addGaintag(cards, "xiehui"); } }); }, }, xiehui2: { mark: true, intro: { content: "不能使用、打出或弃置得到的黑色牌", }, mod: { cardDiscardable: function (card, player) { if (card.hasGaintag("xiehui")) return false; }, cardEnabled2: function (card, player) { if (get.itemtype(card) == "card" && card.hasGaintag("xiehui")) return false; }, }, trigger: { player: "changeHp" }, forced: true, popup: false, charlotte: true, filter: function (event) { return event.num < 0; }, content: function () { player.removeSkill("xiehui2"); }, onremove: function (player) { player.removeGaintag("xiehui"); }, }, shanjia: { sync: function (player) { if (game.online) return; var history = player.actionHistory; var num = 0; for (var i = 0; i < history.length; i++) { for (var j = 0; j < history[i].useCard.length; j++) { if (get.type(history[i].useCard[j].card) == "equip") num++; } } player.storage.shanjia = num; if (num > 0) player.markSkill("shanjia"); }, audio: 2, intro: { content: function (storage) { if (storage == 0) return "未使用过装备牌"; return "已使用过" + storage + "张装备牌"; }, }, group: "shanjia2", trigger: { player: "phaseUseBegin" }, frequent: true, filter: function (event, player) { lib.skill.shanjia.sync(player); return player.storage.shanjia > 0; }, content: function () { "step 0"; lib.skill.shanjia.sync(player); player.draw(Math.min(7, player.storage.shanjia)); "step 1"; player.chooseToDiscard("he", Math.min(7, player.storage.shanjia), true); "step 2"; var useCard = false; if (result.bool && result.cards) { for (var i = 0; i < result.cards.length; i++) { if (result.cards[i].original == "e") { useCard = true; break; } } } if (useCard) { player.chooseUseTarget({ name: "sha" }, false, "是否视为使用一张【杀】?", "nodistance"); } }, ai: { threaten: function (player, target) { if (typeof target.storage.shanjia == "number") { return Math.min(2, Math.sqrt(1 + target.storage.shanjia)); } }, }, }, shanjia2: { trigger: { player: "useCard" }, silent: true, filter: function (event, player) { return get.type(event.card) == "equip"; }, content: function () { lib.skill.shanjia.sync(player); }, }, zhanyi: { enable: "phaseUse", usable: 1, audio: 2, filterCard: true, position: "he", check: function (card) { var player = _status.event.player; if (player.hp < 3) return 0; var type = get.type(card, "trick"); if (type == "trick") { return 6 - get.value(card); } else if (type == "equip") { if ( player.hasSha() && game.hasPlayer(function (current) { return player.canUse("sha", current) && get.attitude(player, current) < 0 && get.effect(current, { name: "sha" }, player, player) > 0; }) ) { return 6 - get.value(card); } } return 0; }, content: function () { player.loseHp(); switch (get.type(cards[0], "trick")) { case "basic": player.addTempSkill("zhanyi_basic"); break; case "equip": player.addTempSkill("zhanyi_equip"); break; case "trick": player.addTempSkill("zhanyi_trick"); player.draw(2); break; } }, ai: { order: 9.1, result: { player: 1, }, }, }, zhanyi_basic: { group: ["zhanyi_basic_sha", "zhanyi_basic_jiu", "zhanyi_basic_tao"], }, zhanyi_basic_tao: { enable: "chooseToUse", filterCard: { type: "basic" }, viewAs: { name: "tao" }, viewAsFilter: function (player) { if (!player.countCards("h", { type: "basic" })) return false; }, prompt: "将一张基本牌当桃使用", check: function (card) { return 8 - get.value(card); }, ai: { skillTagFilter: function (player) { if (!player.countCards("h", { type: "basic" })) return false; }, save: true, }, }, zhanyi_basic_sha: { enable: "chooseToUse", filterCard: { type: "basic" }, viewAs: { name: "sha" }, viewAsFilter: function (player) { if (!player.countCards("h", { type: "basic" })) return false; }, prompt: "将一张基本牌当杀使用", check: function (card) { return 4 - get.value(card); }, ai: { skillTagFilter: function (player) { if (!player.countCards("h", { type: "basic" })) return false; }, respondSha: true, }, }, zhanyi_basic_jiu: { enable: "chooseToUse", filterCard: { type: "basic" }, viewAs: { name: "jiu" }, viewAsFilter: function (player) { if (!player.countCards("h", { type: "basic" })) return false; }, prompt: "将一张基本牌当酒使用", check: function (card) { if (_status.event.type == "dying") return 1; return 4 - get.value(card); }, ai: { skillTagFilter: function (player) { return player.countCards("h", { type: "basic" }) > 0 && player.hp <= 0; }, save: true, }, }, zhanyi_equip: { trigger: { player: "shaBegin" }, forced: true, filter: function (event, player) { return event.target.countCards("he") > 0; }, check: function (event, player) { return get.attitude(player, event.target) < 0; }, content: function () { trigger.target.chooseToDiscard("he", true, 2); }, }, zhanyi_trick: { mod: { targetInRange: function () { return true; }, }, }, dingpan: { enable: "phaseUse", filter: function (event, player) { var num; var mode = get.mode(); if (mode == "identity" || mode == "doudizhu") { if (mode == "identity" && _status.mode == "purple") num = player.getEnemies().length; else num = get.population("fan"); } else if (mode == "versus") { if (!_status.mode || _status.mode != "two") num = player.getEnemies().length; else { var target = game.findPlayer(x => { var num = x.getFriends().length; return !game.hasPlayer(y => { return x != y && y.getFriends().length > num; }); }); num = target ? target.getFriends(true).length : 1; } } else { num = 1; } if ((player.getStat().skill.dingpan || 0) >= num) return false; return true; }, filterTarget: function (card, player, target) { return target.countCards("e") > 0; }, content: function () { "step 0"; target.draw(); "step 1"; var goon = get.damageEffect(target, player, target) >= 0; if (!goon && target.hp >= 4 && get.attitude(player, target) < 0) { var es = target.getCards("e"); for (var i = 0; i < es.length; i++) { if (get.equipValue(es[i], target) >= 8) { goon = true; break; } } } target .chooseControl(function () { if (_status.event.goon) return "选项二"; return "选项一"; }) .set("goon", goon) .set("prompt", "定叛") .set("choiceList", ["令" + get.translation(player) + "弃置你装备区里的一张牌", "获得你装备区内的所有牌并受到1点伤害"]); "step 2"; if (result.control == "选项一") { player.discardPlayerCard(target, true, "e"); event.finish(); } else { target.gain(target.getCards("e"), "gain2"); } "step 3"; game.delay(0.5); target.damage(); }, ai: { order: 7, result: { target: function (player, target) { if (get.damageEffect(target, player, target) >= 0) return 2; var att = get.attitude(player, target); if (att == 0) return 0; var es = target.getCards("e"); if (att > 0 && (target.countCards("h") > 2 || target.needsToDiscard(1))) return 0; if (es.length == 1 && att > 0) return 0; for (var i = 0; i < es.length; i++) { var val = get.equipValue(es[i], target); if (val <= 4) { if (att > 0) { return 1; } } else if (val >= 7) { if (att < 0) { return -1; } } } return 0; }, }, }, }, hongde: { audio: 2, trigger: { player: ["loseAfter", "gainAfter"], global: ["equipAfter", "addJudgeAfter", "gainAfter", "loseAsyncAfter", "addToExpansionAfter"], }, direct: true, filter: function (event, player) { var num = event.getl(player).cards2.length; if (event.getg) num = Math.max(num, event.getg(player).length); return num > 1; }, content: function () { "step 0"; player .chooseTarget(get.prompt("hongde"), "令一名其他角色摸一张牌", function (card, player, target) { return target != player; }) .set("ai", function (target) { return get.attitude(player, target); }); "step 1"; if (result.bool) { player.logSkill("hongde", result.targets); result.targets[0].draw(); } }, }, ziyuan: { audio: 2, enable: "phaseUse", usable: 1, filterCard: function (card) { var num = 0; for (var i = 0; i < ui.selected.cards.length; i++) { num += get.number(ui.selected.cards[i]); } return get.number(card) + num <= 13; }, complexCard: true, selectCard: function () { var num = 0; for (var i = 0; i < ui.selected.cards.length; i++) { num += get.number(ui.selected.cards[i]); } if (num == 13) return ui.selected.cards.length; return ui.selected.cards.length + 2; }, discard: false, lose: false, delay: false, filterTarget: function (card, player, target) { return player != target; }, check: function (card) { var num = 0; for (var i = 0; i < ui.selected.cards.length; i++) { num += get.number(ui.selected.cards[i]); } if (num + get.number(card) == 13) return 9 - get.value(card); if (ui.selected.cards.length == 0) { var cards = _status.event.player.getCards("h"); for (var i = 0; i < cards.length; i++) { for (var j = i + 1; j < cards.length; j++) { if (cards[i].number + cards[j].number == 13) { if (cards[i] == card || cards[j] == card) return 8.5 - get.value(card); } } } } return 0; }, content: function () { player.give(cards, target, "give"); target.recover(); }, ai: { order: function (skill, player) { if ( game.hasPlayer(function (current) { return current.hp < current.maxHp && current != player && get.recoverEffect(current, player, player) > 0; }) ) { return 10; } return 1; }, result: { player: function (player, target) { if (get.attitude(player, target) < 0) return -1; var eff = get.recoverEffect(target, player, player); if (eff < 0) return 0; if (eff > 0) { if (target.hp == 1) return 3; return 2; } if (player.needsToDiscard()) return 1; return 0; }, }, threaten: 1.3, }, }, jugu: { audio: 2, mod: { maxHandcard: function (player, num) { return num + player.maxHp; }, }, trigger: { global: "phaseBefore", player: "enterGame" }, forced: true, filter: function (event, player) { return event.name != "phase" || game.phaseNumber == 0; }, content: function () { player.draw(player.maxHp); }, }, tuifeng: { audio: 2, trigger: { player: "damageEnd" }, direct: true, notemp: true, filter: function (event, player) { return player.countCards("he") > 0; }, content: function () { "step 0"; player.chooseCard(get.prompt2("tuifeng"), "he", [1, trigger.num]).set("ai", function (card) { if (card.name == "du") return 20; return 7 - get.useful(card); }); "step 1"; if (result.bool) { player.logSkill("tuifeng"); player.addToExpansion(result.cards, player, "give").gaintag.add("tuifeng"); } }, onremove: function (player, skill) { var cards = player.getExpansions(skill); if (cards.length) player.loseToDiscardpile(cards); }, marktext: "锋", intro: { content: "expansion", markcount: "expansion", }, group: "tuifeng2", ai: { threaten: 0.8, maixie: true, maixie_hp: true, }, }, tuifeng2: { audio: "tuifeng", trigger: { player: "phaseZhunbeiBegin" }, forced: true, filter: function (event, player) { return player.getExpansions("tuifeng").length > 0; }, content: function () { var cards = player.getExpansions("tuifeng"); player.draw(2 * cards.length); player.addTempSkill("tuifeng3"); player.addMark("tuifeng3", cards.length, false); player.loseToDiscardpile(cards); }, }, tuifeng3: { mod: { cardUsable: function (card, player, num) { if (card.name == "sha") return num + player.countMark("tuifeng3"); }, }, onremove: true, charlotte: true, }, weidi: { available(mode) { return mode == "identity" || mode == "versus" && _status.mode == "four"; }, init(player) { const list = []; const zhu = get.zhu(player); if (zhu && zhu != player && zhu.skills) { for (var i = 0; i < zhu.skills.length; i++) { if (lib.skill[zhu.skills[i]] && lib.skill[zhu.skills[i]].zhuSkill) { list.push(zhu.skills[i]); } } } player.addAdditionalSkill("weidi", list); game.broadcastAll(function (list) { game.expandSkills(list); for (var i of list) { var info = lib.skill[i]; if (!info) continue; if (!info.audioname2) info.audioname2 = {}; info.audioname2.yuanshu = "weidi"; } }, list); }, trigger: { global: ["gameStart", "changeSkillsAfter"] }, forced: true, audio: 2, filter: function (event, player) { const mode = get.mode(); if (mode != "identity" && (mode != "versus" || _status.mode != "four")) return false; const zhu = get.zhu(player); if (!zhu || zhu == player) return false; if (event.name == "gameStart") return true; return ( event.player == zhu && (event.addSkill.some(skill => { return lib.skill[skill] && lib.skill[skill].zhuSkill; }) || event.addSkill.some(skill => { return lib.skill[skill] && lib.skill[skill].zhuSkill; })) ); }, async content(event, trigger, player) { lib.skill.weidi.init(player); }, }, zhenlue: { audio: 2, trigger: { player: "useCard" }, forced: true, filter: function (event) { return get.type(event.card) == "trick"; }, content: function () { trigger.nowuxie = true; }, mod: { targetEnabled: function (card, player, target) { if (get.type(card) == "delay") { return false; } }, }, }, jianshu: { audio: 2, unique: true, limited: true, enable: "phaseUse", animationColor: "thunder", skillAnimation: "epic", filter: function (event, player) { return !player.storage.jianshu && player.countCards("h", { color: "black" }) > 0; }, init: function (player) { player.storage.jianshu = false; }, filterTarget: function (card, player, target) { if (target == player) return false; if (ui.selected.targets.length) { return ui.selected.targets[0] != target && !ui.selected.targets[0].hasSkillTag("noCompareSource") && target.countCards("h") && !target.hasSkillTag("noCompareTarget"); } return true; }, filterCard: { color: "black" }, mark: true, discard: false, lose: false, delay: false, check: function (card) { if (_status.event.player.hp == 1) return 8 - get.value(card); return 6 - get.value(card); }, selectTarget: 2, multitarget: true, content: function () { "step 0"; player.awakenSkill("jianshu"); player.storage.jianshu = true; player.give(cards, targets[0], "give"); "step 1"; if (targets[0].canCompare(targets[1])) targets[0].chooseToCompare(targets[1]); else event.finish(); "step 2"; if (result.bool) { targets[0].chooseToDiscard("he", 2, true); targets[1].loseHp(); } else if (result.tie) { targets[0].loseHp(); targets[1].loseHp(); } else { targets[1].chooseToDiscard("he", 2, true); targets[0].loseHp(); } }, intro: { content: "limited", }, ai: { expose: 0.4, order: 4, result: { target: function (player, target) { if (player.hasUnknown()) return 0; if (ui.selected.targets.length) return -1; return -0.5; }, }, }, }, yongdi: { audio: 2, audioname: ["xinping"], unique: true, limited: true, trigger: { player: "phaseZhunbeiBegin" }, animationColor: "thunder", skillAnimation: "legend", mark: true, direct: true, content: function () { "step 0"; player .chooseTarget(get.prompt2("yongdi"), function (card, player, target) { return (target.hasSex("male") || target.name == "key_yuri") && target != player; }) .set("ai", function (target) { if (!_status.event.goon) return 0; var player = _status.event.player; var att = get.attitude(player, target); if (att <= 1) return 0; var mode = get.mode(); if (mode == "identity" || (mode == "versus" && (_status.mode == "four" || _status.mode == "guandu"))) { if (target.name && lib.character[target.name]) { for (var i = 0; i < lib.character[target.name][3].length; i++) { if (lib.skill[lib.character[target.name][3][i]].zhuSkill) { return att * 2; } } } } return att; }) .set("goon", !player.hasUnknown()); "step 1"; if (result.bool) { var target = result.targets[0]; player.logSkill("yongdi", target); player.awakenSkill("yongdi"); target.gainMaxHp(); target.recover(); var skills = target.getStockSkills(true, true).filter(skill => { if (target.hasSkill(skill)) return false; var info = get.info(skill); return info && info.zhuSkill; }); if (skills.length) { target.addSkills(skills); } } }, ai: { expose: 0.2 }, }, regushe: { audio: "gushe", enable: "phaseUse", filterTarget: function (card, player, target) { return player.canCompare(target); }, selectTarget: [1, 3], filter: function (event, player) { return player.countMark("regushe") + player.countMark("regushe2") < 7 && player.countCards("h") > 0; }, multitarget: true, multiline: true, content: function () { player.addTempSkill("regushe2"); player.chooseToCompare(targets).callback = lib.skill.regushe.callback; }, intro: { name: "饶舌", content: "mark", }, callback: function () { "step 0"; if (event.num1 <= event.num2) { target.chat(lib.skill.gushe.chat[player.countMark("regushe")]); game.delay(); player.addMark("regushe", 1); if (player.countMark("regushe") >= 7) { player.die(); } } else player.addMark("regushe2", 1, false); "step 1"; if (event.num1 <= event.num2) { player.chooseToDiscard("he", "弃置一张牌,或摸一张牌").set("ai", function () { return -1; }); } else event.goto(3); "step 2"; if (!result.bool) { player.draw(); } "step 3"; if (event.num1 >= event.num2) { target .chooseToDiscard("he", "弃置一张牌,或令" + get.translation(player) + "摸一张牌") .set("ai", function (card) { if (_status.event.goon) return 6 - get.value(card); return 0; }) .set("goon", get.attitude(target, player) < 0); } else event.finish(); "step 4"; if (!result.bool) player.draw(); }, ai: { order: 7, result: { target: function (player, target) { var num = ui.selected.targets.length + 1; if (num + player.countMark("regushe") <= 6) return -1; var hs = player.getCards("h"); for (var i = 0; i < hs.length; i++) { if (get.value(hs[i]) <= 6) { switch (hs[i].number) { case 13: return -1; case 12: if (player.countMark("regushe") + num <= 8) return -1; break; case 11: if (player.countMark("regushe") + num <= 7) return -1; break; default: if (hs[i].number > 5 && player.countMark("regushe") + num <= 6) return -1; } } } return 0; }, }, }, marktext: "饶", }, regushe2: { charlotte: true, onremove: true, }, rejici: { audio: "jici", trigger: { player: "compare", target: "compare", }, forced: true, filter: function (event, player) { // if(player!=event.target&&event.iwhile) return false; return (player == event.player ? event.num1 : event.num2) <= player.countMark("regushe"); }, content: function () { if (player == trigger.target || !trigger.iwhile) { trigger[player == trigger.player ? "num1" : "num2"] += player.countMark("regushe"); game.log(player, "的拼点牌点数+" + player.countMark("regushe")); } game.delayx(); // var cards=[trigger.card1]; // if(trigger.cardlist) cards.addArray(trigger.cardlist); // else cards.push(trigger.card2); // cards.sort(function(a,b){ // return get.number(b)-get.number(a); // }); // var num=get.number(cards[0]); // for(var i=1;i trigger.num2) cards.push(trigger.card1); if (trigger.num1 < trigger.num2) cards.push(trigger.card2); cards = cards.filterInD(); if (cards.length) player.gain(cards, "gain2"); }, group: "rejici2", ai: { combo: "regushe", }, }, rejici2: { audio: "jici", trigger: { player: "die" }, forced: true, forceDie: true, skillAnimation: true, animationColor: "water", filter: function (event, player) { return event.source && event.source.isIn(); }, logTarget: "source", content: function () { var num = 7 - player.countMark("regushe"); if (num > 0) trigger.source.chooseToDiscard(num, true, "he"); trigger.source.loseHp(); }, }, gushe: { audio: 2, enable: "phaseUse", usable: 1, filterTarget: function (card, player, target) { return player.canCompare(target); }, selectTarget: [1, 3], filter: function (event, player) { return player.countCards("h") > 0; }, multitarget: true, multiline: true, content: function () { player.chooseToCompare(targets).callback = lib.skill.gushe.callback; }, intro: { name: "饶舌", content: "mark", }, chat: ["粗鄙之语", "天地不容", "谄谀之臣", "皓首匹夫,苍髯老贼", "二臣贼子", "断脊之犬", "我从未见过有如此厚颜无耻之人!"], callback: function () { "step 0"; if (event.num1 <= event.num2) { target.chat(lib.skill.gushe.chat[player.countMark("gushe")]); game.delay(); player.addMark("gushe", 1); if (player.countMark("gushe") >= 7) { player.die(); } } "step 1"; if (event.num1 <= event.num2) { player.chooseToDiscard("he", "弃置一张牌,或摸一张牌").set("ai", function () { return -1; }); } else event.goto(3); "step 2"; if (!result.bool) { player.draw(); } "step 3"; if (event.num1 >= event.num2) { target .chooseToDiscard("he", "弃置一张牌,或令" + get.translation(player) + "摸一张牌") .set("ai", function (card) { if (_status.event.goon) return 6 - get.value(card); return 0; }) .set("goon", get.attitude(target, player) < 0); } else event.finish(); "step 4"; if (!result.bool) player.draw(); }, ai: { order: 7, result: { target: function (player, target) { var num = ui.selected.targets.length + 1; if (num > 3) num = 3; var hs = player.getCards("h"); for (var i = 0; i < hs.length; i++) { if (get.value(hs[i]) <= 6) { switch (hs[i].number) { case 13: return -1; case 12: if (player.countMark("gushe") + num <= 8) return -1; break; case 11: if (player.countMark("gushe") + num <= 7) return -1; break; default: if (hs[i].number > 5 && player.countMark("gushe") + num <= 6) return -1; } } } return 0; }, }, }, }, jici: { audio: 2, trigger: { player: "compare" }, filter: function (event, player) { return event.getParent().name == "gushe" && !event.iwhile && event.num1 <= player.countMark("gushe"); }, content: function () { if (trigger.num1 < player.countMark("gushe")) { trigger.num1 += player.countMark("gushe"); } else { player.getStat().skill.gushe--; } }, ai: { combo: "gushe", }, }, juesi: { audio: 2, enable: "phaseUse", filter: function (event, player) { return player.countCards("h", "sha") > 0; }, filterTarget: function (card, player, target) { return target != player && target.countCards("he") > 0 && player.inRange(target); }, filterCard: { name: "sha" }, content: function () { "step 0"; target.chooseToDiscard("he", true); "step 1"; if (target.hp >= player.hp && result.bool && result.cards[0].name != "sha") { player.useCard({ name: "juedou", isCard: true }, target); } }, ai: { order: 2, result: { target: function (player, target) { if (get.effect(target, { name: "juedou" }, player, player) <= 0) { return 0; } if (target.hp < player.hp) { if (player.countCards("h") > player.hp) return -0.1; return 0; } var hs1 = target.getCards("h", "sha"); var hs2 = player.getCards("h", "sha"); if (hs1.length > hs2.length) { return 0; } var hsx = target.getCards("h"); if (hsx.length > 2 && hs2.length <= 1 && hsx[0].number < 6) { return 0; } if (hsx.length > 3 && hs2.length <= 1) { return 0; } if (hs1.length > hs2.length - 1 && hs1.length > 0 && (hs2.length <= 1 || hs1[0].number > hs2[0].number)) { return 0; } return -1; }, }, }, }, shefu: { trigger: { player: "phaseJieshuBegin" }, direct: true, audio: 2, init: function (player) { if (!player.storage.shefu) player.storage.shefu = []; if (!player.storage.shefu2) player.storage.shefu2 = []; }, filter: function (event, player) { return player.countCards("he") > 0; }, onremove: function (player, skill) { var cards = player.getExpansions(skill); if (cards.length) player.loseToDiscardpile(cards); }, intro: { content: "cards", onunmark: function (storage, player) { player.storage.shefu = []; player.storage.shefu2 = []; }, mark: function (dialog, content, player) { if (content && content.length) { dialog.addAuto(content); if (player.isUnderControl(true)) { var str = ""; for (var i = 0; i < player.storage.shefu2.length; i++) { str += get.translation(player.storage.shefu2[i]); if (i < player.storage.shefu2.length - 1) { str += "、"; } } dialog.add('
    ' + str + "
    "); } } }, }, content: function () { "step 0"; var list1 = [], list2 = [], list3 = []; for (var i = 0; i < lib.inpile.length; i++) { var type = get.type(lib.inpile[i]); if (type == "basic") { list1.push(["基本", "", lib.inpile[i]]); } else if (type == "trick") { list2.push(["锦囊", "", lib.inpile[i]]); } else if (type == "delay") { list3.push(["锦囊", "", lib.inpile[i]]); } } player .chooseButton([get.prompt("shefu"), [list1.concat(list2).concat(list3), "vcard"]]) .set("filterButton", function (button) { var player = _status.event.player; if (player.storage.shefu2 && player.storage.shefu2.includes(button.link[2])) return false; return true; }) .set("ai", function (button) { var rand = _status.event.rand; switch (button.link[2]) { case "sha": return 5 + rand[1]; case "tao": return 4 + rand[2]; case "lebu": return 3 + rand[3]; case "shan": return 4.5 + rand[4]; case "wuzhong": return 4 + rand[5]; case "shunshou": return 3 + rand[6]; case "nanman": return 2 + rand[7]; case "wanjian": return 2 + rand[8]; default: return rand[0]; } }) .set("rand", [Math.random(), Math.random(), Math.random(), Math.random(), Math.random(), Math.random(), Math.random(), Math.random(), Math.random()]); "step 1"; if (result.bool) { event.cardname = result.links[0][2]; player.logSkill("shefu"); player.chooseCard("he", "选择一张牌作为“伏兵”", true); } else { event.finish(); } "step 2"; if (result.bool) { var card = result.cards[0]; event.card = card; player.addToExpansion(card, player, "give").gaintag.add("shefu"); } "step 3"; if (player.getExpansions("shefu").includes(event.card)) { player.storage.shefu.push(card); player.storage.shefu2.push(event.cardname); if (player.isOnline2()) { player.send(function (storage) { game.me.storage.shefu2 = storage; }, player.storage.shefu2); } player.syncStorage("shefu"); player.markSkill("shefu"); } }, group: ["shefu2"], }, shefu2: { trigger: { global: ["useCard"] }, //priority:15, audio: "shefu", filter: function (event, player) { if (_status.currentPhase == player || event.player == player) return false; return ( player.storage.shefu2 && player.storage.shefu2.includes(event.card.name) && event.player.getHistory("lose", function (evt) { return evt.getParent() == event && evt.hs && evt.hs.length == event.cards.length; }).length ); }, direct: true, content: function () { "step 0"; var effect = 0; if (trigger.card.name == "wuxie" || trigger.card.name == "shan") { if (get.attitude(player, trigger.player) < -1) { effect = -1; } } else if (trigger.targets && trigger.targets.length) { for (var i = 0; i < trigger.targets.length; i++) { effect += get.effect(trigger.targets[i], trigger.card, trigger.player, player); } } var str = "设伏:是否令" + get.translation(trigger.player); if (trigger.targets && trigger.targets.length) { str += "对" + get.translation(trigger.targets); } str += "使用的" + get.translation(trigger.card) + "失效?"; var next = player.chooseBool(str, function () { var player = _status.event.player; var trigger = _status.event.getTrigger(); if (_status.event.effect < 0) { if (trigger.card.name == "sha") { var target = trigger.targets[0]; if (target == player) { return !player.countCards("h", "shan"); } else { return target.hp == 1 || (target.countCards("h") <= 2 && target.hp <= 2); } } else { return true; } } return false; }); next.set("effect", effect); "step 1"; if (result.bool) { player.logSkill("shefu", trigger.player); var index = player.storage.shefu2.indexOf(trigger.card.name); if (index != -1) { var card = player.storage.shefu[index]; player.loseToDiscardpile(card); player.storage.shefu.splice(index, 1); player.storage.shefu2.splice(index, 1); if (player.storage.shefu.length == 0) { player.unmarkSkill("shefu"); } else { player.syncStorage("shefu"); player.markSkill("shefu"); if (player.isOnline2()) { player.send(function (storage) { game.me.storage.shefu2 = storage; }, player.storage.shefu2); } } } trigger.targets.length = 0; trigger.all_excluded = true; if (trigger.player == _status.currentPhase) trigger.player.addTempSkill("baiban"); } }, ai: { threaten: 1.8, expose: 0.3, }, }, benyu: { audio: 2, trigger: { player: "damageEnd" }, filter: function (event, player) { if (!event.source) return false; var nh1 = player.countCards("h"); var nh2 = event.source.countCards("h"); var eh = player.countCards("e"); if (nh1 + eh > nh2 && event.source.isIn()) return true; if (nh1 < Math.min(5, nh2)) return true; }, direct: true, content: function () { "step 0"; var num1 = player.countCards("h"); var num2 = trigger.source.countCards("h"); var eh = player.countCards("he", function (card) { return lib.filter.cardDiscardable(card, player, "benyu"); }); var bool1 = false, bool2 = false; if (num1 < Math.min(num2, 5)) bool1 = true; if (eh > num2 && trigger.source.isIn()) bool2 = true; if (bool1 && bool2) { event.chosen = true; player .chooseControl("cancel2") .set("prompt", get.prompt("benyu", trigger.source)) .set("choiceList", ["将手牌摸至" + get.cnNumber(Math.min(num2, 5)) + "张", "弃置至少" + get.cnNumber(num2 + 1) + "张牌并对其造成1点伤害"]); } else if (bool2) event.goto(3); "step 1"; if (event.chosen) { if (result.control == "cancel2") event.finish(); else if (result.index == 1) event.goto(3); else event._result = { bool: true }; } else player.chooseBool(get.prompt("benyu", trigger.source), "将手牌摸至" + get.cnNumber(Math.min(trigger.source.countCards("h"), 5)) + "张"); "step 2"; if (result.bool) { player.logSkill("benyu", trigger.source); player.drawTo(Math.min(trigger.source.countCards("h"), 5)); } event.finish(); "step 3"; var num = trigger.source.countCards("h") + 1; var args = [[num, player.countCards("he")], "he"]; if (event.chosen) { player.logSkill("benyu", trigger.source); args.push(true); } else { args.push(get.prompt("benyu", trigger.source)); args.push("弃置" + get.cnNumber(num) + "张牌并对其造成1点伤害"); } var next = player.chooseToDiscard.apply(player, args); if (!event.chosen) next.logSkill = ["benyu", trigger.source]; next.set("ai", function (card) { var trigger = _status.event.getTrigger(); var player = _status.event.player; if (ui.selected.cards.length >= _status.event.num) { return -1; } if (get.damageEffect(trigger.source, player, player) > 0 && (get.value(card, player) < 0 || _status.event.num <= 2)) { return 8 - get.value(card); } return -1; }); next.set("num", num); "step 4"; if (result.bool) trigger.source.damage(); }, }, jili: { audio: 2, trigger: { global: "useCardToTarget", }, forced: true, check: function (event, player) { return get.effect(player, event.card, event.player, player) > 0; }, filter: function (event, player) { if (get.color(event.card) != "red") return false; if (!event.targets) return false; if (event.player == player) return false; if (event.targets.includes(player)) return false; if (get.info(event.card).multitarget) return false; var type = get.type(event.card); if (type != "basic" && type != "trick") return false; if (lib.filter.targetEnabled2(event.card, event.player, player)) { for (var i = 0; i < event.targets.length; i++) { if (get.distance(event.targets[i], player) <= 1) return true; } } return false; }, autodelay: true, content: function () { trigger.getParent().targets.add(player); trigger.player.line(player, "green"); }, }, zhidao: { audio: 2, mod: { aiOrder: function (player, card, num) { if (num > 0 && !player.hasSkill("zhidao2") && !get.tag(card, "damage") && (!lib.filter.targetEnabled(card, player, player) || get.effect(player, card, player) <= 0)) return num + 10; }, }, trigger: { source: "damageSource" }, filter: function (event, player) { if (event._notrigger.includes(event.player)) return false; return _status.currentPhase == player && event.player.isIn() && event.player.countCards("hej") > 0 && event.player != player && !player.hasSkill("zhidao2"); }, forced: true, content: function () { var num = 0; if (trigger.player.countCards("h")) num++; if (trigger.player.countCards("e")) num++; if (trigger.player.countCards("j")) num++; if (num) { player.gainPlayerCard(trigger.player, num, "hej", true).set("filterButton", function (button) { for (var i = 0; i < ui.selected.buttons.length; i++) { if (get.position(button.link) == get.position(ui.selected.buttons[i].link)) return false; } return true; }); } player.addTempSkill("zhidao2"); }, }, zhidao2: { mod: { playerEnabled: function (card, player, target) { if (player != target) return false; }, }, }, luanzhan: { mod: { selectTarget: function (card, player, range) { if (!player.storage.luanzhan) return; if (range[1] == -1) return; if (card.name == "sha") range[1] += player.storage.luanzhan; if (get.color(card) == "black" && get.type(card) == "trick") { var info = get.info(card); if (info.multitarget) return false; range[1] += player.storage.luanzhan; } }, }, trigger: { source: "damageSource" }, audio: 2, forced: true, mark: true, intro: { content: function (storage) { return "可以额外指定" + storage + "个目标"; }, }, init: function (player) { player.storage.luanzhan = 0; }, init2: function (player) { player.markSkill("luanzhan"); }, content: function () { if (typeof player.storage.luanzhan == "number") { player.storage.luanzhan += trigger.num; } else { player.storage.luanzhan = trigger.num; } if (player.hasSkill("luanzhan")) { player.markSkill("luanzhan"); } }, group: "luanzhan_cancel", subSkill: { cancel: { audio: "luanzhan", trigger: { player: "useCard" }, forced: true, filter: function (event, player) { if (!player.storage.luanzhan) return false; var check = false; var card = event.card; if (card.name == "sha") { check = true; } else if (get.color(card) == "black" && get.type(card) == "trick") { var info = get.info(card); if (!info.multitarget) { check = true; if (info.selectTarget == -1) { check = false; } else if (Array.isArray(info.selectTarget) && info.selectTarget[1] == -1) { check = false; } } } if (check && event.targets && event.targets.length < player.storage.luanzhan) { return true; } return false; }, content: function () { player.storage.luanzhan = 0; player.markSkill("luanzhan"); }, }, }, }, xinzhengnan: { audio: "zhengnan", trigger: { global: "dying" }, frequent: true, filter: function (event, player) { return !player.storage.xinzhengnan || !player.storage.xinzhengnan.includes(event.player); }, content: function () { "step 0"; if (!player.storage.xinzhengnan) player.storage.xinzhengnan = []; player.storage.xinzhengnan.add(trigger.player); player.storage.xinzhengnan.sortBySeat(); player.markSkill("xinzhengnan"); player.recover(); var list = []; if (!player.hasSkill("new_rewusheng")) { list.push("new_rewusheng"); } if (!player.hasSkill("xindangxian")) { list.push("xindangxian"); } if (!player.hasSkill("rezhiman")) { list.push("rezhiman"); } if (list.length) { player.draw(); event.list = list; } else { player.draw(3); event.finish(); } "step 1"; if (event.list.length == 1) event._result = { control: event.list[0] }; else player .chooseControl(event.list) .set("prompt", "征南:选择获得下列技能中的一个") .set("ai", function () { if (event.list.includes("xindangxian")) return "xindangxian"; return 0; }); "step 2"; if (result.control == "xindangxian") player.storage.xinfuli = true; player.addSkills(result.control); }, ai: { threaten: 2.5 }, intro: { content: "已因$发动过技能", }, derivation: ["new_rewusheng", "xindangxian", "rezhiman"], }, zhengnan: { derivation: ["new_rewusheng", "dangxian", "rezhiman"], audio: 2, trigger: { global: "dieAfter" }, frequent: true, content: function () { "step 0"; player.draw(3); "step 1"; var list = lib.skill.zhengnan.derivation.filter(skill => !player.hasSkill(skill)); if (list.length == 1) event._result = { control: list[0] }; else if (list.length > 0) { player .chooseControl(list) .set("prompt", "选择获得一项技能") .set("ai", function () { if (_status.event.controls.includes("dangxian")) return "dangxian"; return _status.event.controls[0]; }); } else event.finish(); "step 2"; if (result.control) { player.addSkills(result.control); } }, ai: { threaten: 2 }, }, wusheng_guansuo: { audio: 1 }, dangxian_guansuo: { audio: 1 }, zhiman_guansuo: { audio: 1 }, xiefang: { mod: { globalFrom: function (from, to, distance) { return ( distance - game.countPlayer(function (current) { return current.hasSex("female"); }) ); }, }, }, qizhi: { audio: 2, trigger: { player: "useCardToPlayered", }, direct: true, filter: function (event, player) { if (!event.targets) return false; if (!event.isFirstTarget) return false; if (_status.currentPhase != player) return false; var type = get.type(event.card, "trick"); if (type != "basic" && type != "trick") return false; if (event.noai) return false; return game.hasPlayer(function (target) { return !event.targets.includes(target) && target.countCards("he") > 0; }); }, content: function () { "step 0"; player .chooseTarget(get.prompt("qizhi"), "弃置一名角色的一张牌,然后其摸一张牌", function (card, player, target) { return !_status.event.targets.includes(target) && target.countCards("he") > 0; }) .set("ai", function (target) { var player = _status.event.player; if (target == player) return 2; if (get.attitude(player, target) <= 0) { return 1; } return 0.5; }) .set("targets", trigger.targets); "step 1"; if (result.bool) { player.getHistory("custom").push({ qizhi: true }); player.logSkill("qizhi", result.targets); player.discardPlayerCard(result.targets[0], true, "he"); event.target = result.targets[0]; } else { event.finish(); } "step 2"; event.target.draw(); }, }, jinqu: { audio: 2, trigger: { player: "phaseJieshuBegin" }, check: function (event, player) { return ( player.getHistory("custom", function (evt) { return evt.qizhi == true; }).length >= player.countCards("h") ); }, prompt: function (event, player) { var num = player.getHistory("custom", function (evt) { return evt.qizhi == true; }).length; return "进趋:是否摸两张牌并将手牌弃置至" + get.cnNumber(num) + "张?"; }, content: function () { "step 0"; player.draw(2); "step 1"; var dh = player.countCards("h") - player.getHistory("custom", function (evt) { return evt.qizhi == true; }).length; if (dh > 0) { player.chooseToDiscard(dh, true); } }, ai: { combo: "qizhi" }, }, jiaozi: { audio: 2, trigger: { player: "damageBegin3", source: "damageBegin1" }, forced: true, filter: function (event, player) { return player.isMaxHandcard(true); }, content: function () { trigger.num++; }, ai: { presha: true }, }, jiqiao: { audio: 2, trigger: { player: "phaseUseBegin" }, direct: true, filter: function (event, player) { return player.countCards("he", { type: "equip" }) > 0; }, content: function () { "step 0"; player .chooseToDiscard(get.prompt2("jiqiao"), [1, player.countCards("he", { type: "equip" })], "he", function (card) { return get.type(card) == "equip"; }) .set("ai", function (card) { if (card.name == "bagua") return 10; return 7 - get.value(card); }).logSkill = "jiqiao"; "step 1"; if (result.bool) { event.cards = get.cards(2 * result.cards.length); player.showCards(event.cards); } else { event.finish(); } "step 2"; var gained = []; var tothrow = []; for (var i = 0; i < event.cards.length; i++) { if (get.type(event.cards[i]) != "equip") { gained.push(event.cards[i]); } else { tothrow.push(event.cards[i]); } } player.gain(gained, "gain2"); game.cardsDiscard(tothrow); }, ai: { threaten: 1.5, }, }, linglong: { audio: 2, group: "linglong_bagua", mod: { cardUsable: function (card, player, num) { if (card.name == "sha" && player.hasEmptySlot(1)) return num + 1; }, maxHandcard: function (player, num) { if (!player.hasEmptySlot(3) || !player.hasEmptySlot(4)) return; return num + 1; }, targetInRange: function (card, player, target, now) { if (!player.hasEmptySlot(5)) return; var type = get.type(card); if (type == "trick" || type == "delay") return true; }, canBeDiscarded: function (card, source, player) { if (!player.hasEmptySlot(5)) return; if (get.position(card) == "e" && get.subtypes(card).some(slot => slot == "equip2" || slot == "equip5")) return false; }, /*cardDiscardable:function (card,player){ if(player.getEquip(5)) return; if(get.position(card)=='e') return false; },*/ }, }, linglong_bagua: { audio: "linglong", audioname2: { re_jsp_huangyueying: "relinglong" }, inherit: "bagua_skill", filter: function (event, player) { if (!lib.skill.bagua_skill.filter(event, player)) return false; if (!player.hasEmptySlot(2)) return false; return true; }, ai: { respondShan: true, freeShan: true, skillTagFilter(player, tag, arg) { if (tag !== "respondShan" && tag !== "freeShan") return; if (!player.hasEmptySlot(2) || player.hasSkillTag("unequip2")) return false; if (!arg || !arg.player) return true; if ( arg.player.hasSkillTag("unequip", false, { target: player, }) ) return false; return true; }, effect: { target: function (card, player, target) { if (player == target && get.subtype(card) == "equip2") { if (get.equipValue(card) <= 7.5) return 0; } if (target.getEquip(2)) return; return lib.skill.bagua_skill.ai.effect.target.apply(this, arguments); }, }, }, }, zhenwei: { audio: 2, audioname: ["re_wenpin"], trigger: { global: "useCardToTarget", }, direct: true, filter: function (event, player) { if (player == event.target || player == event.player) return false; if (!player.countCards("he")) return false; if (event.targets.length > 1) return false; if (!event.target) return false; if (event.target.hp >= player.hp) return false; var card = event.card; if (card.name == "sha") return true; if (get.color(card) == "black" && get.type(card, "trick") == "trick") return true; return false; }, content: function () { "step 0"; var save = false; if (get.attitude(player, trigger.target) > 2) { if (trigger.card.name == "sha") { if (player.countCards("h", "shan") || player.getEquip(2) || trigger.target.hp == 1 || player.hp > trigger.target.hp + 1) { if (!trigger.target.countCards("h", "shan") || trigger.target.countCards("h") < player.countCards("h")) { save = true; } } } else if (trigger.card.name == "juedou" && trigger.target.hp == 1) { save = true; } else if (trigger.card.name == "shunshou" && get.attitude(player, trigger.player) < 0 && get.attitude(trigger.player, trigger.target) < 0) { save = true; } } var next = player.chooseToDiscard("he", get.prompt(event.name, trigger.target), "弃置一张牌,将" + get.translation(trigger.card) + "转移给自己,或令此牌对其无效"); next.logSkill = [event.name, trigger.target]; next.set("ai", function (card) { if (_status.event.aisave) { return 7 - get.value(card); } return 0; }); next.set("aisave", save); "step 1"; if (result.bool) { player .chooseControl("转移", "失效", function () { var trigger = _status.event.getTrigger(); var player = _status.event.player; if (trigger.card.name == "sha") { if (player.countCards("h", "shan")) return "转移"; } else if (trigger.card.name == "juedou") { if (player.countCards("h", "sha")) return "转移"; } return "失效"; }) .set("prompt", "将" + get.translation(trigger.card) + "转移给你,或令其失效"); } else { event.finish(); } "step 2"; if (result.control == "转移") { player.draw(); trigger.getParent().targets.remove(trigger.target); trigger.getParent().triggeredTargets2.remove(trigger.target); trigger.getParent().targets.push(player); trigger.untrigger(); trigger.player.line(player); game.delayx(); } else { var cards = trigger.cards.filterInD(); if (cards.length > 0) { trigger.player.addSkill("zhenwei2"); trigger.player.addToExpansion(cards, "gain2").gaintag.add("zhenwei2"); } trigger.targets.length = 0; trigger.getParent().triggeredTargets2.length = 0; } }, ai: { threaten: 1.1, }, }, zhenwei2: { audio: false, intro: { content: "expansion", markcount: "expansion", }, trigger: { global: "phaseEnd" }, forced: true, charlotte: true, onremove: function (player, skill) { var cards = player.getExpansions(skill); if (cards.length) player.loseToDiscardpile(cards); }, content: function () { "step 0"; var cards = player.getExpansions("zhenwei2"); if (cards.length) player.gain(cards, "gain2"); "step 1"; player.removeSkill("zhenwei2"); }, }, xunzhi: { audio: 2, trigger: { player: "phaseZhunbeiBegin" }, locked: false, init: function (player) { player.storage.xunzhi = 0; }, filter: function (event, player) { var previous = player.getPrevious(); var next = player.getNext(); if (previous && next) { return player.hp != previous.hp && player.hp != next.hp; } return false; }, check: function (event, player) { return player.hp >= 3 && player.countCards("h") > player.hp + 1 + player.storage.xunzhi; }, content: function () { player.loseHp(); player.storage.xunzhi += 2; }, mark: true, intro: { content: function (storage, player) { return "手牌上限+" + player.storage.xunzhi; }, }, mod: { maxHandcard: function (player, num) { if (typeof player.storage.xunzhi == "number") { return num + player.storage.xunzhi; } }, }, }, yawang: { audio: 2, trigger: { player: "phaseDrawBegin1" }, forced: true, filter: function (event, player) { return !event.numFixed; }, check: function (event, player) { var num = game.countPlayer(function (target) { return target.hp == player.hp; }); if (!player.hasSkill("xunzhi2")) { var nh = player.countCards("h"); if (nh > 5) return false; if (num == 3 && nh > 3) return false; } return num >= 3; }, content: function () { trigger.changeToZero(); var num = game.countPlayer(function (target) { return target.hp == player.hp; }); if (num) { player.draw(num); } player.storage.yawang = num; player.addTempSkill("yawang2"); }, ai: { halfneg: true, }, }, yawang2: { mod: { cardEnabled: function (card, player) { if (_status.currentPhase != player) return; if (player.countUsed() >= player.storage.yawang) return false; }, cardSavable: function (card, player) { if (_status.currentPhase != player) return; if (player.countUsed() >= player.storage.yawang) return false; }, }, }, luoyan_tianxiang: { inherit: "tianxiang", filter: function (event, player) { if (!player.storage.xingwu || !player.storage.xingwu.length) return false; if (player.hasSkill("tianxiang")) return false; return lib.skill.tianxiang.filter(event, player); }, }, luoyan_liuli: { inherit: "liuli", filter: function (event, player) { if (!player.storage.xingwu || !player.storage.xingwu.length) return false; if (player.hasSkill("liuli")) return false; return lib.skill.liuli.filter(event, player); }, }, luoyan: { group: ["luoyan_tianxiang", "luoyan_liuli"], ai: { combo: "xingwu", }, }, xingwu: { audio: 2, group: ["xingwu_color", "xingwu_color2"], subSkill: { color: { trigger: { player: "phaseZhunbeiBegin" }, silent: true, content: function () { player.storage.xingwu_color = ["black", "red"]; }, }, color2: { trigger: { player: "useCard" }, silent: true, filter: function (event, player) { return Array.isArray(player.storage.xingwu_color) && _status.currentPhase == player; }, content: function () { player.storage.xingwu_color.remove(get.color(trigger.card)); }, }, }, trigger: { player: "phaseDiscardBegin" }, direct: true, filter: function (event, player) { if (!player.storage.xingwu_color) return false; var length = player.storage.xingwu_color.length; if (length == 0) return false; var hs = player.getCards("h"); if (hs.length == 0) return false; if (length == 2) return true; var color = player.storage.xingwu_color[0]; for (var i = 0; i < hs.length; i++) { if (get.color(hs[i]) == color) return true; } return false; }, intro: { content: "cards", }, init: function (player) { player.storage.xingwu = []; }, content: function () { "step 0"; player .chooseCard(get.prompt("xingwu"), function (card) { return _status.event.player.storage.xingwu_color.includes(get.color(card)); }) .set("ai", function (card) { var player = _status.event.player; if (player.storage.xingwu.length == 2) { if ( !game.hasPlayer(function (current) { return current != player && current.hasSex("male") && get.damageEffect(current, player, player) > 0 && get.attitude(player, current) < 0; }) ) return 0; } return 7 - get.value(card); }); "step 1"; if (result.bool) { player.logSkill("xingwu"); if (player.storage.xingwu.length < 2) { player.$give(result.cards, player); } player.lose(result.cards, ui.special); player.storage.xingwu = player.storage.xingwu.concat(result.cards); player.markSkill("xingwu"); player.syncStorage("xingwu"); } else { event.finish(); } "step 2"; if (player.storage.xingwu.length == 3) { player.$throw(player.storage.xingwu); while (player.storage.xingwu.length) { player.storage.xingwu.shift().discard(); } player.unmarkSkill("xingwu"); player .chooseTarget(function (card, player, target) { return target != player && target.hasSex("male"); }, "对一名男性角色造成2点伤害并弃置其装备区内的牌") .set("ai", function (target) { var player = _status.event.player; if (get.attitude(player, target) > 0) return -1; return get.damageEffect(target, player, player) + target.countCards("e") / 2; }); } else { event.finish(); } "step 3"; if (result.bool) { var target = result.targets[0]; target.damage(2); event.target = target; player.line(target, "green"); } else { event.finish(); } "step 4"; if (event.target && event.target.isIn()) { var es = event.target.getCards("e"); if (es.length) { event.target.discard(es); } } }, ai: { threaten: 1.5, }, }, yinbing: { trigger: { player: "phaseJieshuBegin" }, direct: true, audio: 2, preHidden: true, filter: function (event, player) { return player.countCards("he", { type: "basic" }) < player.countCards("he"); }, marktext: "兵", content: function () { "step 0"; player .chooseCard([1, player.countCards("he") - player.countCards("he", { type: "basic" })], "he", get.prompt("yinbing"), function (card) { return get.type(card) != "basic"; }) .set("ai", function (card) { return 6 - get.value(card); }) .setHiddenSkill("yinbing"); "step 1"; if (result.bool) { player.logSkill("yinbing"); player.addToExpansion(result.cards, player, "give").gaintag.add("yinbing"); } }, onremove: function (player, skill) { var cards = player.getExpansions(skill); if (cards.length) player.loseToDiscardpile(cards); }, intro: { content: "expansion", markcount: "expansion", }, ai: { effect: { target: function (card, player, target, current) { if (card.name == "sha" || card.name == "juedou") { if (current < 0) return 1.2; } }, }, threaten: function (player, target) { if (target.getExpansions("yinbing").length) return 2; return 1; }, combo: "juedi", }, subSkill: { discard: { trigger: { player: "damageEnd" }, forced: true, filter: function (event, player) { return event.card && player.getExpansions("yinbing").length > 0 && (event.card.name == "sha" || event.card.name == "juedou"); }, content: function () { "step 0"; player.chooseCardButton("移去一张引兵牌", true, player.getExpansions("yinbing")); "step 1"; if (result.bool) player.loseToDiscardpile(result.links); }, }, }, group: "yinbing_discard", }, juedi: { trigger: { player: "phaseZhunbeiBegin" }, filter: function (event, player) { return player.getExpansions("yinbing").length > 0; }, forced: true, audio: 2, content: function () { "step 0"; player .chooseTarget(get.prompt2("juedi"), true, function (card, player, target) { return player.hp >= target.hp; }) .set("ai", function (target) { var player = _status.event.player; var att = get.attitude(player, target); if (att < 2) return att - 10; var num = att / 10; if (target == player) { num += player.maxHp - player.countCards("h") + 0.5; } else { num += _status.event.n2 * 2; if (target.isDamaged()) { if (target.hp == 1) { num += 3; } else if (target.hp == 2) { num += 2; } else { num += 0.5; } } } if (target.hasJudge("lebu")) { num /= 2; } return num; }) .set("n2", player.getExpansions("yinbing").length); "step 1"; if (result.bool) { player.line(result.targets[0], "green"); var cards = player.getExpansions("yinbing"); if (result.targets[0] == player) { player.loseToDiscardpile(cards); var num = player.maxHp - player.countCards("h"); if (num > 0) player.draw(num); } else { var target = result.targets[0]; target.recover(); player.give(cards, target, "give"); target.draw(cards.length); } } }, ai: { combo: "yinbing", }, }, meibu: { trigger: { global: "phaseUseBegin" }, filter: function (event, player) { return event.player != player && get.distance(event.player, player, "attack") > 1; }, logTarget: "player", check: function (event, player) { if (get.attitude(player, event.player) >= 0) return false; var e2 = player.getEquip(2); if (e2) { if (e2.name == "tengjia" || e2.name == "rewrite_tengjia") return true; if (e2.name == "bagua" || e2.name == "rewrite_bagua") return true; } return player.countCards("h", "shan") > 0; }, content: function () { var target = trigger.player; target.addTempSkill("meibu_viewas"); target.addTempSkill("meibu_range"); target.storage.meibu = player; target.markSkillCharacter("meibu", player, "魅步", "锦囊牌均视为杀且" + get.translation(player) + "视为在攻击范围内"); }, ai: { expose: 0.2, }, subSkill: { range: { mod: { targetInRange: function (card, player, target) { if (card.name == "sha" && target == player.storage.meibu) { return true; } }, }, onremove: function (player) { game.broadcast(function (player) { if (player.marks.meibu) { player.marks.meibu.delete(); delete player.marks.meibu; } }, player); if (player.marks.meibu) { player.marks.meibu.delete(); delete player.marks.meibu; game.addVideo("unmark", player, "meibu"); } }, trigger: { player: "useCard" }, forced: true, popup: false, filter: function (event, player) { return event.skill == "meibu_viewas"; }, content: function () { player.removeSkill("meibu_viewas"); game.broadcastAll(function (player) { if (player.marks.meibu && player.marks.meibu.info) { player.marks.meibu.info.content = player.marks.meibu.info.content.slice(8); } }, player); }, }, viewas: { mod: { cardEnabled: function (card, player) { if (card.name != "sha" && get.type(card, "trick") == "trick") return false; }, cardUsable: function (card, player) { if (card.name != "sha" && get.type(card, "trick") == "trick") return false; }, cardRespondable: function (card, player) { if (card.name != "sha" && get.type(card, "trick") == "trick") return false; }, cardSavable: function (card, player) { if (card.name != "sha" && get.type(card, "trick") == "trick") return false; }, }, enable: ["chooseToUse", "chooseToRespond"], filterCard: function (card) { return get.type(card, "trick") == "trick"; }, viewAs: { name: "sha" }, check: function () { return 1; }, ai: { effect: { target: function (card, player, target, current) { if (get.tag(card, "respondSha") && current < 0) return 0.8; }, }, respondSha: true, order: 4, useful: -1, value: -1, }, }, }, }, mumu: { enable: "phaseUse", usable: 1, filterCard: function (card, player, target) { return card.name == "sha" || (get.type(card, "trick") == "trick" && get.color(card) == "black"); }, check: function (card) { return 7 - get.value(card); }, filterTarget: function (card, player, target) { if (target == player) return false; return target.getEquips(1).length > 0 || target.getEquips(2).length > 0; }, content: function () { "step 0"; var e1 = target.getEquips(1); var e2 = target.getEquips(2); event.e1 = e1; event.e2 = e2; if (e1.length && e2.length) { player.chooseControl("武器牌", "防具牌").set("ai", function () { if (_status.event.player.getEquip(2)) { return "武器牌"; } return "防具牌"; }); } else if (e1.length) { event.choice = "武器牌"; } else { event.choice = "防具牌"; } "step 1"; var choice = event.choice || result.control; if (choice == "武器牌") { if (event.e1) { target.discard(event.e1); } player.draw(); } else { if (event.e2) { player.equip(event.e2); target.$give(event.e2, player); } } }, ai: { order: 8, result: { target: function (player, target) { if (target.getEquip(2) && !player.getEquip(2)) { return -2; } return -1; }, }, }, }, fentian: { audio: 2, trigger: { player: "phaseJieshuBegin" }, direct: true, filter: function (event, player) { if (player.countCards("h") >= player.hp) return false; return game.hasPlayer(function (current) { return player != current && player.inRange(current) && current.countCards("he"); }); }, intro: { content: "expansion", markcount: "expansion", }, onremove: function (player, skill) { var cards = player.getExpansions(skill); if (cards.length) player.loseToDiscardpile(cards); }, content: function () { "step 0"; player .chooseTarget("焚天:选择一名攻击范围内的角色,将其一张牌置于你的武将牌上", true, function (card, player, target) { return player != target && player.inRange(target) && target.countCards("he") > 0; }) .set("ai", function (target) { return -get.attitude(_status.event.player, target); }); "step 1"; if (result.bool) { player.logSkill("fentian", result.targets); event.target = result.targets[0]; player.choosePlayerCard(result.targets[0], "he", true); } else { event.finish(); } "step 2"; if (result.bool) { player.addToExpansion(result.links, target, "give").gaintag.add("fentian"); } }, mod: { attackRange: function (from, distance) { return distance + from.getExpansions("fentian").length; }, }, }, zhiri: { trigger: { player: "phaseZhunbeiBegin" }, forced: true, unique: true, juexingji: true, audio: 2, skillAnimation: true, animationColor: "fire", derivation: "xintan", filter: function (event, player) { return player.getExpansions("fentian").length >= 3; }, content: function () { player.awakenSkill("zhiri"); player.loseMaxHp(); player.storage.zhiri = true; player.addSkills("xintan"); }, ai: { combo: "fentian", }, }, xintan: { enable: "phaseUse", usable: 1, audio: 2, unique: true, filter: function (event, player) { return player.getExpansions("fentian").length >= 2; }, filterTarget: true, prompt: "移去两张“焚”并令一名角色失去1点体力", content: function () { "step 0"; player.chooseCardButton(2, "移去两张“焚”并令" + get.translation(target) + "失去1点体力", player.getExpansions("fentian"), true); "step 1"; if (result.bool) { player.loseToDiscardpile(result.links); target.loseHp(); } }, ai: { order: 8, result: { target: -1, }, combo: "fentian", }, }, danji: { skillAnimation: true, animationColor: "water", trigger: { player: "phaseZhunbeiBegin" }, forced: true, unique: true, juexingji: true, derivation: ["mashu", "nuzhan"], filter: function (event, player) { var zhu = get.zhu(player); if (zhu && zhu.isZhu) { var name = zhu.name; while (name.indexOf("_") != -1) { name = name.slice(name.indexOf("_") + 1); } if (name.indexOf("liubei") == 0) return false; } return !player.storage.danji && player.countCards("h") > player.hp; }, content: function () { player.awakenSkill("danji"); player.loseMaxHp(); player.addSkills(["mashu", "nuzhan"]); }, ai: { maixie: true, skillTagFilter: (player, tag, arg) => { if (tag === "maixie") { if (player.hp < 2 || player.storage.danji || player.hasSkill("nuzhan") || player.countCards("h") !== player.hp) return false; let zhu = get.zhu(player); if (zhu && zhu.isZhu) { let name = zhu.name; while (name.indexOf("_") !== -1) { name = name.slice(name.indexOf("_") + 1); } if (name.indexOf("liubei") == 0) return false; } return true; } }, effect: { target: (card, player, target) => { let hs = target.countCards("h"); if (target.hp < 3 || target.storage.danji || target.hasSkill("nuzhan") || hs > target.hp + 1) return; let zhu = get.zhu(target); if (zhu && zhu.isZhu) { let name = zhu.name; while (name.indexOf("_") !== -1) { name = name.slice(name.indexOf("_") + 1); } if (name.indexOf("liubei") == 0) return; } if (get.tag(card, "draw")) return 1.6; if (get.tag(card, "lose") || get.tag(card, "discard")) return [1, -0.8]; if (hs === target.hp && get.tag(card, "damage")) return [1, target.hp / 3]; if (hs > target.hp && target.hp > 3 && (card.name === "shan" || card.name === "wuxie")) return "zeroplayertarget"; }, }, }, }, nuzhan: { audio: 2, popup: false, silent: true, firstDo: true, trigger: { player: "useCard1" }, filter: function (event, player) { return event.card && event.card.name == "sha" && event.addCount !== false && event.cards && event.cards.length == 1 && get.type(event.cards[0], "trick") == "trick"; }, forced: true, content: function () { trigger.addCount = false; if (player.stat[player.stat.length - 1].card.sha > 0) { player.stat[player.stat.length - 1].card.sha--; } }, group: "nuzhan2", }, nuzhan2: { audio: "nuzhan", trigger: { player: "useCard1" }, forced: true, popup: false, silent: true, firstDo: true, filter: function (event, player) { return event.card && event.card.name == "sha" && event.cards && event.cards.length == 1 && get.type(event.cards[0]) == "equip"; }, content: function () { trigger.baseDamage++; }, }, jieyuan: { group: ["jieyuan_more", "jieyuan_less"], subSkill: { more: { audio: true, trigger: { source: "damageBegin1" }, direct: true, filter: function (event, player) { if ( !player.countCards(player.hasSkill("fenxin_nei") ? "he" : "h", function (card) { if (player.hasSkill("fenxin_nei") || (_status.connectMode && get.position(card) == "h")) return true; return get.color(card) == "black"; }) ) return false; return (event.player.hp >= player.hp || player.hasSkill("fenxin_fan")) && player != event.player; }, content: function () { "step 0"; var goon = get.attitude(player, trigger.player) < 0; var next = player.chooseToDiscard(get.prompt("jieyuan", trigger.player), player.hasSkill("fenxin_nei") ? "he" : "h"); if (!player.hasSkill("fenxin_nei")) { next.set("filterCard", function (card) { return get.color(card) == "black"; }); next.set("prompt2", "弃置一张黑色手牌令伤害+1"); } else { next.set("prompt2", "弃置一张手牌令伤害+1"); } next.set("ai", function (card) { if (_status.event.goon) { return 8 - get.value(card); } return 0; }); next.set("goon", goon); next.logSkill = ["jieyuan_more", trigger.player]; "step 1"; if (result.bool) { trigger.num++; } }, }, less: { audio: true, trigger: { player: "damageBegin2" }, filter: function (event, player) { if ( !player.countCards(player.hasSkill("fenxin_nei") ? "he" : "h", function (card) { if (player.hasSkill("fenxin_nei") || (_status.connectMode && get.position(card) == "h")) return true; return get.color(card) == "red"; }) ) return false; return event.source && (event.source.hp >= player.hp || player.hasSkill("fenxin_zhong")) && player != event.source; }, direct: true, content: function () { "step 0"; var next = player.chooseToDiscard(get.prompt("jieyuan"), player.hasSkill("fenxin_nei") ? "he" : "h"); if (!player.hasSkill("fenxin_nei")) { next.set("filterCard", function (card) { return get.color(card) == "red"; }); next.set("prompt2", "弃置一张红色手牌令伤害-1"); } else { next.set("prompt2", "弃置一张手牌令伤害-1"); } next.set("ai", function (card) { var player = _status.event.player; if (player.hp == 1 || _status.event.getTrigger().num > 1) { return 9 - get.value(card); } if (player.hp == 2) { return 8 - get.value(card); } return 7 - get.value(card); }); next.logSkill = "jieyuan_less"; "step 1"; if (result.bool) { trigger.num--; } }, }, }, ai: { expose: 0.2, threaten: 1.5, }, }, fenxin: { mode: ["identity", "versus"], available: function (mode) { if (mode == "identity" && _status.mode == "purple") return false; if (mode == "versus" && _status.mode != "two") return false; }, trigger: { global: ["dieAfter", "damageEnd"] }, filter: function (event, player) { var list = ["fan", "zhong", "nei"]; if (get.mode() == "identity") return event.name == "die" && list.includes(event.player.identity) && !player.hasSkill("fenxin_" + event.player.identity); return event.name == "damage" && event.player != player && list.some(identity => !player.hasSkill("fenxin_" + identity)) && event.player.getHistory("damage").indexOf(event) == 0; }, forced: true, logTarget: "player", content: function () { "step 0"; if (get.mode() == "identity") { event._result = { bool: true, links: ["fenxin_" + trigger.player.identity], }; } else { player .chooseButton( [ "焚心:请选择〖竭缘〗的升级方式", [ [ ["fenxin_fan", "发动〖竭缘〗增加伤害无体力值限制"], ["fenxin_zhong", "发动〖竭缘〗减少伤害无体力值限制"], ["fenxin_nei", "将〖竭缘〗中的黑色手牌和红色手牌改为一张牌"], ].filter(list => !player.hasSkill(list[0])), "textbutton", ], ], true ) .set("ai", function (button) { return ["fenxin_fan", "fenxin_zhong", "fenxin_nei"].indexOf(button.link) + 1; }); } "step 1"; if (result.bool) { var identity = result.links[0]; player.addSkill(identity); player.markSkill("fenxin"); } }, intro: { mark: function (dialog, content, player) { if (player.hasSkill("fenxin_zhong")) { dialog.addText("你发动“竭缘”减少伤害无体力值限制"); } if (player.hasSkill("fenxin_fan")) { dialog.addText("你发动“竭缘”增加伤害无体力值限制"); } if (player.hasSkill("fenxin_nei")) { dialog.addText("将“竭缘”中的黑色手牌和红色手牌改为一张牌"); } }, }, subSkill: { fan: { charlotte: true }, zhong: { charlotte: true }, nei: { charlotte: true }, }, ai: { combo: "jieyuan" }, }, xisheng: { enable: "chooseToUse", usable: 1, viewAs: { name: "tao" }, viewAsFilter: function (player) { return player != _status.currentPhase && player.countCards("hes") > 1; }, selectCard: 2, filterCard: true, position: "hes", }, shulv: { inherit: "zhiheng", prompt: "弃置一张牌并摸一张牌", selectCard: 1, filter: function (event, player) { return player.countCards("hs") > player.hp; }, }, xiandeng: { mod: { cardUsable: function (card, player, num) { if (card.name == "sha") return num + 1; }, targetInRange: function (card, player) { if (card.name == "sha" && player.countUsed("sha", true) == 0) return true; }, }, }, qingyi: { audio: 2, trigger: { player: "phaseJudgeBefore" }, direct: true, content: function () { "step 0"; var check = player.countCards("h") > 2; player .chooseTarget(get.prompt("qingyi"), "跳过判定阶段和摸牌阶段,视为对一名其他角色使用一张【杀】", function (card, player, target) { if (player == target) return false; return player.canUse({ name: "sha" }, target, false); }) .set("check", check) .set("ai", function (target) { if (!_status.event.check) return 0; return get.effect(target, { name: "sha" }, _status.event.player); }); "step 1"; if (result.bool) { player.logSkill("qingyi", result.targets); player.useCard({ name: "sha", isCard: true }, result.targets[0], false); trigger.cancel(); player.skip("phaseDraw"); } }, }, qingyi1: { audio: true, trigger: { player: "phaseZhunbeiBegin" }, direct: true, content: function () { "step 0"; player.addSkill("qingyi3"); var check = player.countCards("h") > 2; player.chooseTarget(get.prompt2("qingyi"), function (card, player, target) { if (player == target) return false; return player.canUse({ name: "sha" }, target); }).ai = function (target) { if (!check) return 0; return get.effect(target, { name: "sha" }, _status.event.player); }; "step 1"; if (result.bool) { player.logSkill("qingyi1", result.targets); player.useCard({ name: "sha", isCard: true }, result.targets[0], false); player.skip("phaseJudge"); player.skip("phaseDraw"); } player.removeSkill("qingyi3"); }, }, qingyi2: { audio: true, trigger: { player: "phaseUseBefore" }, direct: true, filter: function (event, player) { return player.countCards("he", { type: "equip" }) > 0; }, content: function () { "step 0"; player.addSkill("qingyi3"); var check = player.countCards("h") <= player.hp; player.chooseCardTarget({ prompt: get.prompt2("qingyi"), filterCard: function (card, player) { return get.type(card) == "equip" && lib.filter.cardDiscardable(card, player); }, position: "he", filterTarget: function (card, player, target) { if (player == target) return false; return player.canUse({ name: "sha" }, target); }, ai1: function (card) { if (!_status.event.check) return 0; return 6 - get.value(card); }, ai2: function (target) { if (!_status.event.check) return 0; return get.effect(target, { name: "sha" }, _status.event.player); }, check: check, }); "step 1"; if (result.bool) { player.logSkill("qingyi2", result.targets); player.discard(result.cards[0]); player.useCard({ name: "sha", isCard: true }, result.targets[0]); trigger.cancel(); } player.removeSkill("qingyi3"); }, }, qingyi3: { mod: { targetInRange: function (card, player, target, now) { return true; }, }, }, qirang: { audio: 2, trigger: { player: "equipEnd" }, frequent: true, content: function () { var card = get.cardPile(function (card) { return get.type(card, "trick") == "trick"; }); if (card) { var next = player.gain(card, "gain2"); if (get.type(card) == "trick") next.gaintag.add("qirang"); else { player.addMark("qirang_mark", 1, false); player.addTempSkill("qirang_mark", { player: "phaseBegin" }); } } }, ai: { effect: { target: function (card, player, target, current) { if (get.type(card) == "equip" && !get.cardtag(card, "gifts")) return [1, 3]; }, }, threaten: 1.3, }, group: "qirang_use", subSkill: { mark: { charlotte: true, onremove: function (player) { var evt = _status.event; if (evt.name != "phase") evt = evt.getParent("phase"); if (evt && evt.player == player) { if (!evt.qirang_num) evt.qirang_num = 0; evt.qirang_num += player.storage.qirang_mark; } delete player.storage.qirang_mark; }, intro: { content: "下回合发动〖羽化〗时卜算量+#", }, }, use: { audio: "qirang", trigger: { player: "useCard2" }, direct: true, filter: function (event, player) { if (get.type(event.card) != "trick") return false; if (!event.targets || event.targets.length != 1) return false; var info = get.info(event.card); if (info.allowMultiple == false) return false; if ( !player.hasHistory("lose", function (evt) { if (evt.getParent() != event) return false; for (var i in evt.gaintag_map) { if (evt.gaintag_map[i].includes("qirang")) return true; } return false; }) ) return false; if (!info.multitarget) { if ( game.hasPlayer(function (current) { return !event.targets.includes(current) && lib.filter.targetEnabled2(event.card, player, current) && lib.filter.targetInRange(event.card, player, current); }) ) { return true; } } return false; }, content: function () { "step 0"; var prompt2 = "为" + get.translation(trigger.card) + "增加一个目标"; player .chooseTarget(get.prompt("qirang"), function (card, player, target) { var player = _status.event.player; if (_status.event.targets.includes(target)) return false; return lib.filter.targetEnabled2(_status.event.card, player, target) && lib.filter.targetInRange(_status.event.card, player, target); }) .set("prompt2", prompt2) .set("ai", function (target) { var trigger = _status.event.getTrigger(); var player = _status.event.player; return get.effect(target, trigger.card, player, player) * (_status.event.targets.includes(target) ? -1 : 1); }) .set("targets", trigger.targets) .set("card", trigger.card); "step 1"; if (result.bool) { if (!event.isMine() && !event.isOnline()) game.delayx(); event.targets = result.targets; } else { event.finish(); } "step 2"; if (event.targets) { player.logSkill("qirang_use", event.targets); trigger.targets.addArray(event.targets); } }, }, }, }, yuhua: { trigger: { player: ["phaseZhunbeiBegin", "phaseJieshuBegin"] }, forced: true, audio: 2, content: function () { "step 0"; var num = 1, evt = trigger.getParent(); if (evt.qirang_num) num += evt.qirang_num; var cards = get.cards(Math.min(5, num)); game.cardsGotoOrdering(cards); var next = player.chooseToMove(); next.set("list", [["牌堆顶", cards], ["牌堆底"]]); next.set("prompt", "羽化:点击将牌移动到牌堆顶或牌堆底"); next.processAI = function (list) { var cards = list[0][1], player = _status.event.player; var target = _status.event.getTrigger().name == "phaseZhunbei" ? player : player.next; var att = get.sgn(get.attitude(player, target)); var top = []; var judges = target.getCards("j"); var stopped = false; if (player != target || !target.hasWuxie()) { for (var i = 0; i < judges.length; i++) { var judge = get.judge(judges[i]); cards.sort(function (a, b) { return (judge(b) - judge(a)) * att; }); if (judge(cards[0]) * att < 0) { stopped = true; break; } else { top.unshift(cards.shift()); } } } var bottom; if (!stopped) { cards.sort(function (a, b) { return (get.value(b, player) - get.value(a, player)) * att; }); while (cards.length) { if (get.value(cards[0], player) <= 5 == att > 0) break; top.unshift(cards.shift()); } } bottom = cards; return [top, bottom]; }; "step 1"; var top = result.moved[0]; var bottom = result.moved[1]; top.reverse(); for (var i = 0; i < top.length; i++) { ui.cardPile.insertBefore(top[i], ui.cardPile.firstChild); } for (i = 0; i < bottom.length; i++) { ui.cardPile.appendChild(bottom[i]); } if (event.triggername == "phaseZhunbeiBegin" && top.length == 0) { player.addTempSkill("reguanxing_on"); } player.popup(get.cnNumber(top.length) + "上" + get.cnNumber(bottom.length) + "下"); game.log(player, "将" + get.cnNumber(top.length) + "张牌置于牌堆顶"); game.updateRoundNumber(); game.delayx(); }, mod: { ignoredHandcard: function (card, player) { if (get.type(card) != "basic") { return true; } }, cardDiscardable: function (card, player, name) { if (name == "phaseDiscard" && get.type(card) != "basic") return false; }, }, }, chenqing: { audio: 2, trigger: { global: "dying" }, //priority:6, filter: function (event, player) { return event.player.hp <= 0 && !player.hasSkill("chenqing2"); }, direct: true, content: function () { "step 0"; player .chooseTarget(get.prompt2("chenqing"), function (card, player, target) { return target != player && target != _status.event.getTrigger().player; }) .set("ai", function (target) { var player = _status.event.player; var trigger = _status.event.getTrigger(); if (get.attitude(player, trigger.player) > 0) { var att1 = get.attitude(target, player); var att2 = get.attitude(target, trigger.player); var att3 = get.attitude(player, target); if (att3 < 0) return 0; return att1 / 2 + att2 + att3; } else { return 0; // return get.attitude(player,target); } }); "step 1"; if (result.bool) { player.addTempSkill("chenqing2", "roundStart"); event.target = result.targets[0]; event.target.draw(4); player.logSkill("chenqing", event.target); } else { event.finish(); } "step 2"; var target = event.target; var tosave = trigger.player; var att = get.attitude(target, tosave); var hastao = target.countCards("h", "tao"); target .chooseToDiscard(4, true, "he") .set("ai", function (card) { var hastao = _status.event.hastao; var att = _status.event.att; if (!hastao && att > 0) { var suit = get.suit(card); for (var i = 0; i < ui.selected.cards.length; i++) { if (get.suit(ui.selected.cards[i]) == suit) { return -4 - get.value(card); } } } if (att < 0 && ui.selected.cards.length == 3) { var suit = get.suit(card); for (var i = 0; i < ui.selected.cards.length; i++) { if (get.suit(ui.selected.cards[i]) == suit) { return -get.value(card); } } return -10 - get.value(card); } return -get.value(card); }) .set("hastao", hastao) .set("att", att); "step 3"; if (result.cards && result.cards.length == 4) { var suits = []; for (var i = 0; i < result.cards.length; i++) { suits.add(get.suit(result.cards[i])); } if (suits.length == 4 && game.checkMod({ name: "tao", isCard: true }, player, trigger.player, "unchanged", "cardSavable", player)) { event.target.useCard({ name: "tao", isCard: true }, trigger.player); } } }, ai: { expose: 0.2, threaten: 1.5, }, }, mozhi: { audio: 2, trigger: { player: "phaseJieshuBegin" }, direct: true, filter: function (event, player) { return ( player.getHistory("useCard", function (evt) { return evt.isPhaseUsing() && ["basic", "trick"].includes(get.type(evt.card)); }).length > 0 && player.countCards("hs") > 0 ); }, content: function () { "step 0"; event.count = 2; event.history = player.getHistory("useCard", function (evt) { return evt.isPhaseUsing() && ["basic", "trick"].includes(get.type(evt.card)); }); "step 1"; event._result = {}; if (event.count && event.history.length && player.countCards("hs")) { event.count--; var card = event.history.shift().card; card = { name: card.name, nature: card.nature }; if (player.hasUseTarget(card, true, true)) { if ( game.hasPlayer(function (current) { return player.canUse(card, current); }) ) { lib.skill.mozhix.viewAs = card; var next = player.chooseToUse(); if (next.isOnline()) { player.send(function (card) { lib.skill.mozhix.viewAs = card; }, card); } next.logSkill = "mozhi"; next.set("openskilldialog", "默识:将一张手牌当" + get.translation(card) + "使用"); next.set("norestore", true); next.set("_backupevent", "mozhix"); next.set("custom", { add: {}, replace: { window: function () {} }, }); next.backup("mozhix"); } } } "step 2"; if (result && result.bool) event.goto(1); }, }, mozhix: { filterCard: function (card) { return get.itemtype(card) == "card"; }, selectCard: 1, position: "hs", popname: true, }, chenqing2: { charlotte: true }, ranshang: { audio: 2, trigger: { player: "damageEnd" }, filter: function (event, player) { return event.hasNature("fire"); }, forced: true, check: function () { return false; }, content: function () { player.addMark("ranshang", trigger.num); }, intro: { name2: "燃", content: "mark", }, ai: { neg: true, effect: { target: function (card, player, target, current) { if (card.name == "sha") { if (game.hasNature(card, "fire") || player.hasSkill("zhuque_skill")) return 2; } if (get.tag(card, "fireDamage") && current < 0) return 2; }, }, }, group: "ranshang2", }, ranshang2: { audio: 2, trigger: { player: "phaseJieshuBegin" }, forced: true, filter: function (event, player) { return player.countMark("ranshang") > 0; }, content: function () { player.loseHp(player.countMark("ranshang")); if (player.countMark("ranshang") > 2) { player.loseMaxHp(2); player.draw(2); } }, }, hanyong: { trigger: { player: "useCard" }, filter: function (event, player) { return event.card && (event.card.name == "nanman" || event.card.name == "wanjian" || (event.card.name == "sha" && !game.hasNature(event.card) && get.suit(event.card) == "spade")) && player.isDamaged(); }, content: function () { trigger.baseDamage++; if (game.roundNumber <= player.hp) player.addMark("ranshang", 1); }, }, hanyong3: { audio: false, trigger: { source: "damageBegin1" }, forced: true, onremove: true, filter: function (event, player) { return event.card == player.storage.hanyong3; }, content: function () { trigger.num++; }, }, yishe: { audio: 2, trigger: { player: "phaseJieshuBegin" }, filter: function (event, player) { return !player.getExpansions("yishe").length; }, intro: { content: "expansion", markcount: "expansion", }, content: function () { "step 0"; player.draw(2); "step 1"; var cards = player.getCards("he"); if (!cards.length) event.finish(); else if (cards.length <= 2) event._result = { bool: true, cards: cards }; else player.chooseCard(2, "he", true, "选择两张牌作为“米”"); "step 2"; if (result.bool) player.addToExpansion(result.cards, player, "give").gaintag.add("yishe"); }, group: "yishe_recover", ai: { combo: "bushi" }, subSkill: { recover: { audio: "yishe", trigger: { player: ["loseAfter"], global: ["equipAfter", "addJudgeAfter", "gainAfter", "loseAsyncAfter", "addToExpansionAfter"], }, filter: function (event, player) { if (player.isHealthy()) return false; var evt = event.getl(player); if (!evt || !evt.xs || !evt.xs.length || player.getExpansions("yishe").length > 0) return false; if (event.name == "lose") { for (var i in event.gaintag_map) { if (event.gaintag_map[i].includes("yishe")) return true; } return false; } return player.hasHistory("lose", function (evt) { if (event != evt.getParent()) return false; for (var i in evt.gaintag_map) { if (evt.gaintag_map[i].includes("yishe")) return true; } return false; }); }, forced: true, content: function () { player.recover(); }, }, }, }, bushi: { audio: 2, trigger: { player: "damageEnd", source: "damageEnd" }, filter: function (event, player) { if (event._notrigger.includes(event.player)) return false; return event.player.isIn() && player.getExpansions("yishe").length > 0; }, direct: true, content: function () { "step 0"; event.count = trigger.num; "step 1"; trigger.player.chooseCardButton("选择获得一张“米”", player.getExpansions("yishe")); "step 2"; if (result.bool) { event.count--; player.logSkill("bushi", trigger.player); trigger.player.gain(result.links[0], "give", player, "bySelf"); } else event.finish(); "step 3"; if (event.count > 0 && player.getExpansions("yishe").length && player.hasSkill("bushi")) { event.goto(1); } }, ai: { combo: "yishe" }, }, midao: { audio: 2, trigger: { global: "judge" }, direct: true, filter: function (event, player) { return player.getExpansions("yishe").length && event.player.isIn(); }, content: function () { "step 0"; var list = player.getExpansions("yishe"); player .chooseButton([get.translation(trigger.player) + "的" + (trigger.judgestr || "") + "判定为" + get.translation(trigger.player.judging[0]) + "," + get.prompt("midao"), list, "hidden"], function (button) { var card = button.link; var trigger = _status.event.getTrigger(); var player = _status.event.player; var judging = _status.event.judging; var result = trigger.judge(card) - trigger.judge(judging); var attitude = get.attitude(player, trigger.player); return result * attitude; }) .set("judging", trigger.player.judging[0]) .set("filterButton", function (button) { var player = _status.event.player; var card = button.link; var mod2 = game.checkMod(card, player, "unchanged", "cardEnabled2", player); if (mod2 != "unchanged") return mod2; var mod = game.checkMod(card, player, "unchanged", "cardRespondable", player); if (mod != "unchanged") return mod; return true; }); "step 1"; if (result.bool) { event.forceDie = true; player.respond(result.links, "midao", "highlight", "noOrdering"); result.cards = result.links; var card = result.cards[0]; event.card = card; } else { event.finish(); } "step 2"; if (result.bool) { if (trigger.player.judging[0].clone) { trigger.player.judging[0].clone.classList.remove("thrownhighlight"); game.broadcast(function (card) { if (card.clone) { card.clone.classList.remove("thrownhighlight"); } }, trigger.player.judging[0]); game.addVideo("deletenode", player, get.cardsInfo([trigger.player.judging[0].clone])); } game.cardsDiscard(trigger.player.judging[0]); trigger.player.judging[0] = result.cards[0]; trigger.orderingCards.addArray(result.cards); game.log(trigger.player, "的判定牌改为", card); game.delay(2); } }, ai: { combo: "yishe", rejudge: true, tag: { rejudge: 0.6, }, }, }, fengpo: { shaRelated: true, audio: 2, trigger: { player: "useCardToPlayered", }, filter: function (event, player) { if (event.targets.length != 1 || !["sha", "juedou"].includes(event.card.name)) return false; var evtx = event.getParent(); return !player.hasHistory( "useCard", function (evt) { return evt != evtx && evt.card.name == event.card.name; }, evtx ); }, direct: true, content: function () { "step 0"; var str1 = get.translation(trigger.card), str2 = get.translation(trigger.target); player .chooseControl("摸X加1伤", "摸1加X伤", "cancel2") .set("prompt", get.prompt("fengpo", trigger.target)) .set("prompt2", "你可以选择一项:1.摸X张牌,令" + str1 + "的伤害+1;2.摸一张牌,令" + str1 + "的伤害+X(X为" + str2 + "的♦牌的数量)。"); "step 1"; if (result.control && result.control != "cancel2") { player.logSkill("fengpo", trigger.target); var nd = trigger.target.countCards("he", { suit: "diamond" }); var draw = 1, damage = 1; if (result.control == "摸X加1伤") draw = nd; else damage = nd; player.draw(draw); var trigger2 = trigger.getParent(); if (typeof trigger2.baseDamage != "number") { trigger2.baseDamage = 1; } trigger2.baseDamage += damage; } }, }, fengpo2: { trigger: { source: "damageBegin1" }, filter: function (event) { return event.card && (event.card.name == "sha" || event.card.name == "juedou") && event.notLink(); }, forced: true, audio: false, content: function () { if (typeof player.storage.fengpo == "number") { trigger.num += player.storage.fengpo; } }, }, fengpo3: { charlotte: true }, //士燮 biluan: { audio: 2, trigger: { player: "phaseDrawBegin1" }, check: function (event, player) { if (player.countCards("h") > player.hp) return true; if (player.hasJudge("lebu")) return true; var ng = []; var players = game.filterPlayer(); for (var i = 0; i < players.length; i++) { if (players[i].group != "unknown") { ng.add(players[i].group); } } ng = ng.length; if (ng < 2) return false; var nai = 0; for (var i = 0; i < players.length; i++) { if (players[i] != player) { var dist = get.distance(players[i], player, "attack"); if (dist <= 1 && dist + ng > 1) { nai++; } } } return nai >= 2; }, filter: function (event, player) { return ( !event.numFixed && game.hasPlayer(function (current) { return current != player && get.distance(current, player) <= 1; }) ); }, content: function () { if (!player.hasSkill("rebiluan2")) player.addSkill("rebiluan2"); var ng = []; var players = game.filterPlayer(); for (var i = 0; i < players.length; i++) { if (players[i].group != "unknown") { ng.add(players[i].group); } } player.$damagepop(ng.length, "unknownx"); player.storage.rebiluan2 += ng.length; player.markSkill("rebiluan2"); game.addVideo("storage", player, ["biluan", player.storage.rebiluan2]); trigger.changeToZero(); }, }, lixia: { audio: 2, trigger: { global: "phaseJieshuBegin" }, filter: function (event, player) { return event.player.isIn() && event.player != player && get.distance(event.player, player, "attack") > 1; }, forced: true, content: function () { "step 0"; player .chooseTarget( function (card, player, target) { return target == player || target == _status.event.source; }, true, "礼下:选择一个目标摸一张牌" ) .set("ai", function (target) { if (get.attitude(player, trigger.player) > 2) return 114514 - target.countCards(); return player == target ? 1 : 0; }) .set("source", trigger.player); "step 1"; if (result.targets.length) { result.targets[0].draw(); player.line(result.targets[0], "green"); } if (!player.hasSkill("rebiluan2")) player.addSkill("rebiluan2"); player.storage.rebiluan2--; player.markSkill("rebiluan2"); game.addVideo("storage", player, ["biluan", player.storage.rebiluan2]); }, }, olbiluan: { audio: "biluan", trigger: { player: "phaseJieshuBegin" }, checkx: function (player) { var ng = Math.min(4, game.countPlayer()); var nai = 0; for (var i = 0; i < game.players.length; i++) { if (game.players[i] != player) { var dist = get.distance(game.players[i], player, "attack"); if (dist <= 1 && dist + ng > 1) nai++; } } return nai >= 2; }, filter: function (event, player) { return ( player.countCards("he") && game.hasPlayer(function (current) { return current != player && get.distance(current, player) <= 1; }) ); }, direct: true, content: function () { "step 0"; player .chooseToDiscard("he", get.prompt2("olbiluan")) .set("logSkill", "olbiluan") .set("ai", function (card) { if (_status.event.check) return 6 - get.value(card); return 0; }) .set("check", lib.skill.olbiluan.checkx(player)); "step 1"; if (result.bool) { player.addSkill("rebiluan2"); var num = game.countGroup(); player.$damagepop(num, "unknownx"); player.storage.rebiluan2 += num; player.markSkill("rebiluan2"); game.addVideo("storage", player, ["rebiluan2", player.storage.rebiluan2]); } }, }, ollixia: { audio: "lixia", trigger: { global: "phaseJieshuBegin" }, filter: function (event, player) { return event.player.isIn() && event.player != player && get.distance(event.player, player, "attack") > 1; }, forced: true, content: function () { "step 0"; player .chooseTarget( function (card, player, target) { return target == player || target == _status.event.source; }, true, "礼下:请选择一个目标令其摸牌并减少你与其他角色的距离" ) .set("ai", function (target) { return player == target ? 1 : 0; }) .set("source", trigger.player); "step 1"; if (result.targets.length) { var num = result.targets[0] == player ? 1 : 2; result.targets[0].draw(num); player.line(result.targets[0], "green"); } if (!player.hasSkill("rebiluan2")) player.addSkill("rebiluan2"); player.storage.rebiluan2--; player.markSkill("rebiluan2"); game.addVideo("storage", player, ["rebiluan2", player.storage.rebiluan]); }, }, rebiluan2: { mark: true, charlotte: true, intro: { content: function (storage) { if (storage > 0) { return "其他角色计算与你的距离时+" + storage; } else if (storage < 0) { return "其他角色计算与你的距离时" + storage; } else { return "无距离变化"; } }, }, init: function (player) { if (typeof player.storage.rebiluan2 != "number") player.storage.rebiluan2 = 0; }, mod: { globalTo: function (from, to, distance) { if (typeof to.storage.rebiluan2 == "number") { return distance + to.storage.rebiluan2; } }, }, }, rebiluan: { audio: "biluan", trigger: { player: "phaseJieshuBegin" }, checkx: function (player) { var ng = Math.min(4, game.countPlayer()); var nai = 0; for (var i = 0; i < game.players.length; i++) { if (game.players[i] != player) { var dist = get.distance(game.players[i], player, "attack"); if (dist <= 1 && dist + ng > 1) { nai++; } } } return nai >= 2; }, filter: function (event, player) { return ( player.countCards("he") && game.hasPlayer(function (current) { return current != player && get.distance(current, player) <= 1; }) ); }, direct: true, content: function () { "step 0"; player .chooseToDiscard("he", get.prompt2("rebiluan")) .set("logSkill", "rebiluan") .set("check", lib.skill.rebiluan.checkx(player)) .set("ai", function (card) { if (_status.event.check) return 6 - get.value(card); return 0; }); "step 1"; if (result.bool) { player.addSkill("rebiluan2"); var ng = Math.min(4, game.countPlayer()); player.$damagepop(ng, "unknownx"); player.storage.rebiluan2 += ng; player.markSkill("rebiluan2"); game.addVideo("storage", player, ["rebiluan2", player.storage.rebiluan2]); } }, }, relixia: { audio: "lixia", trigger: { global: "phaseJieshuBegin" }, filter: function (event, player) { return event.player.isIn() && event.player != player && !player.inRangeOf(event.player); }, forced: true, content: function () { "step 0"; if (trigger.player.isDead()) { event._result = { bool: true, links: [0] }; return; } var list = ["令自己摸一张牌", "令XXX摸两张牌", "令XXX回复1点体力"]; var card = get.translation(trigger.player); var next = player.chooseButton( [ "【礼下】:请选择一至两项", [ list.map((item, index) => { return [index, item.replace(/XXX/g, card)]; }), "textbutton", ], ], true, [1, 2] ); next.set("dialog", event.videoId); next.set("filterButton", function (button) { if (button.link == 2) { return _status.event.bool1; } return true; }); next.set("bool1", trigger.player.isDamaged()); next.set("ai", function (button) { var player = _status.event.player; var event = _status.event.getTrigger(); if (button.link && get.attitude(player, event.player) <= 0) return 0; return button.link * Math.random(); }); "step 1"; var map = [ function (trigger, player, event) { player.draw(); }, function (trigger, player, event) { if (!result.links.includes(2)) player.line(trigger.player); trigger.player.draw(2); }, function (trigger, player, event) { player.line(trigger.player); trigger.player.recover(); }, ]; result.links.sort(); for (var i = 0; i < result.links.length; i++) { game.log(player, "选择了", "#g【礼下】", "的", "#y选项" + get.cnNumber(result.links[i] + 1, true)); map[result.links[i]](trigger, player, event); } player.addSkill("rebiluan2"); player.storage.rebiluan2 -= result.links.length; player.markSkill("rebiluan2"); game.addVideo("storage", player, ["rebiluan2", player.storage.rebiluan2]); }, }, guiming: { unique: true, zhuSkill: true, locked: true, ai: { combo: "recanshi", }, }, canshi: { audio: 2, trigger: { player: "phaseDrawBegin1" }, check: function (event, player) { var num = game.countPlayer(function (current) { if (player.hasZhuSkill("guiming") && current.group == "wu") return true; return current.isDamaged(); }); return num > 3; }, prompt: function (event, player) { var num = game.countPlayer(function (current) { if (player.hasZhuSkill("guiming") && current.group == "wu" && current != player) return true; return current.isDamaged(); }); return "残蚀:是否改为摸" + get.cnNumber(num) + "张牌?"; }, filter: function (event, player) { return !event.numFixed; }, content: function () { trigger.changeToZero(); var num = game.countPlayer(function (current) { if (player.hasZhuSkill("guiming") && current.group == "wu" && current != player) return true; return current.isDamaged(); }); if (num > 0) { player.draw(num); } player.addTempSkill("canshi2"); }, }, canshi2: { trigger: { player: "useCard" }, forced: true, filter: function (event, player) { if (player.countCards("he") == 0) return false; var type = get.type(event.card, "trick"); return type == "basic" || type == "trick"; }, autodelay: true, content: function () { player.chooseToDiscard(true, "he"); }, }, chouhai: { audio: 2, trigger: { player: "damageBegin3" }, forced: true, check: function () { return false; }, filter: function (event, player) { return player.countCards("h") == 0; }, content: function () { trigger.num++; }, ai: { neg: true, effect: { target: function (card, player, target, current) { if (get.tag(card, "damage") && target.countCards("h") == 0) return [1, -2]; }, }, }, }, recanshi: { audio: "canshi", trigger: { player: "phaseDrawBegin2" }, check: function (event, player) { if ( player.skipList.includes("phaseUse") || !player.countCards("h", function (card) { return get.type(card, "trick") == "trick" && player.hasUseTarget(card); }) ) return true; var num = game.countPlayer(function (current) { if (player.hasZhuSkill("guiming") && current.group == "wu") return true; return current.isDamaged(); }); return num > 1; }, prompt: function (event, player) { var num = game.countPlayer(function (current) { if (player.hasZhuSkill("guiming") && current.group == "wu" && current != player) return true; return current.isDamaged(); }); return "残蚀:是否多摸" + get.cnNumber(num) + "张牌?"; }, filter: function (event, player) { return ( !event.numFixed && game.hasPlayer(function (current) { if (player.hasZhuSkill("guiming") && current.group == "wu" && current != player) return true; return current.isDamaged(); }) ); }, content: function () { var num = game.countPlayer(function (current) { if (player.hasZhuSkill("guiming") && current.group == "wu" && current != player) return true; return current.isDamaged(); }); if (num > 0) { trigger.num += num; } player.addTempSkill("recanshi2"); }, }, recanshi2: { trigger: { player: "useCard" }, forced: true, filter: function (event, player) { if (player.countCards("he") == 0) return false; if (event.card.name == "sha") return true; return get.type(event.card) == "trick"; }, autodelay: true, content: function () { player.chooseToDiscard(true, "he"); }, }, rechouhai: { audio: "chouhai", trigger: { player: "damageBegin3" }, forced: true, check: function () { return false; }, filter: function (event, player) { return event.card && event.card.name == "sha" && player.countCards("h") == 0; }, content: function () { trigger.num++; }, ai: { neg: true, effect: { target: function (card, player, target, current) { if (card.name == "sha" && target.countCards("h") == 0) return [1, -2]; }, }, }, }, kunfen: { audio: 2, audioname: ["ol_sb_jiangwei"], trigger: { player: "phaseJieshuBegin" }, locked: function (skill, player) { if (!player || !player.storage.kunfen) return true; return false; }, direct: true, content: function () { "step 0"; if (player.storage.kunfen || (get.mode() == "guozhan" && player.hiddenSkills.includes("kunfen"))) { if (!player.storage.kunfen) event.skillHidden = true; player.chooseBool(get.prompt("kunfen"), "失去1点体力,然后摸两张牌").set("ai", function () { var player = _status.event.player; if (player.hp > 3) return true; if (player.hp == 3 && player.countCards("h") < 3) return true; if (player.hp == 2 && player.countCards("h") == 0) return true; return false; }); } else event._result = { bool: true }; "step 1"; if (result.bool) { player.logSkill("kunfen"); player.loseHp(); } else event.finish(); "step 2"; player.draw(2); }, ai: { threaten: 1.5 }, }, fengliang: { skillAnimation: true, animationColor: "thunder", unique: true, juexingji: true, audio: 2, derivation: "oltiaoxin", trigger: { player: "dying" }, //priority:10, forced: true, filter: function (event, player) { return !player.storage.kunfen; }, content: function () { "step 0"; player.awakenSkill("fengliang"); player.loseMaxHp(); "step 1"; if (player.hp < 2) { player.recover(2 - player.hp); } "step 2"; player.storage.kunfen = true; player.addSkills("oltiaoxin"); }, }, zhuiji: { mod: { globalFrom: function (from, to) { if (from.hp >= to.hp) return -Infinity; }, }, }, oldcihuai: { audio: "cihuai", trigger: { player: "phaseUseBegin" }, filter: function (event, player) { return player.countCards("h") > 0; }, check: function (event, player) { return !player.countCards("h", "sha"); }, content: function () { player.showHandcards(); if (!player.countCards("h", "sha")) player.addTempSkill("oldcihuai2"); }, }, oldcihuai2: { group: "oldcihuai3", prompt: "视为使用一张杀", enable: "chooseToUse", viewAs: { name: "sha", isCard: true }, filterCard: function () { return false; }, selectCard: -1, ai: { presha: true, respondSha: true, }, }, oldcihuai3: { trigger: { player: ["loseAfter"], global: ["equipAfter", "addJudgeAfter", "gainAfter", "loseAsyncAfter", "addToExpansionAfter", "die"], }, silent: true, firstDo: true, filter: function (event, player) { if (event.name == "die") return true; var evt = event.getl(player); return evt && evt.hs && evt.hs.length > 0; }, content: function () { player.removeSkill("oldcihuai2"); }, }, cihuai: { trigger: { player: "phaseUseBegin" }, direct: true, filter: function (event, player) { return player.countCards("h", "sha") == 0; }, content: function () { "step 0"; player .chooseTarget(get.prompt2("cihuai"), function (card, player, target) { return player.canUse({ name: "sha", isCard: true }, target); }) .set("ai", function (target) { var player = _status.event.player; return get.effect(target, { name: "sha", isCard: true }, player, player); }); "step 1"; if (result.bool) { player.logSkill("cihuai"); player.showHandcards(); player.useCard({ name: "sha", isCard: true }, result.targets); } }, ai: { expose: 0.2, }, }, jilei: { trigger: { player: "damageEnd" }, audio: 2, direct: true, filter: function (event) { return event.source && event.source.isIn(); }, content: function () { "step 0"; player .chooseControl("basic", "trick", "equip", "cancel2", function () { var source = _status.event.source; if (get.attitude(_status.event.player, source) > 0) return "cancel2"; var list = ["basic", "trick", "equip"].filter(function (name) { return !source.storage.jilei2 || !source.storage.jilei2.includes(name); }); if (!list.length) return "cancel2"; if ( list.includes("trick") && source.countCards("h", function (card) { return get.type(card, source) == "trick" && source.hasValueTarget(card); }) > 1 ) return "trick"; return list[0]; }) .set("prompt", get.prompt2("jilei", trigger.source)) .set("source", trigger.source); "step 1"; if (result.control != "cancel2") { player.logSkill("jilei", trigger.source); player.popup(get.translation(result.control) + "牌"); trigger.source.addTempSkill("jilei2", { player: "phaseBegin" }); trigger.source.storage.jilei2.add(result.control); trigger.source.updateMarks("jilei2"); } }, ai: { maixie_defend: true, threaten: 0.7, }, }, jilei2: { unique: true, charlotte: true, intro: { content: function (storage) { return "不能使用、打出或弃置" + get.translation(storage) + "牌"; }, }, init: function (player, skill) { if (!player.storage[skill]) player.storage[skill] = []; }, mark: true, onremove: true, mod: { cardDiscardable: function (card, player) { if (player.storage.jilei2.includes(get.type(card, "trick"))) return false; }, cardEnabled: function (card, player) { if (player.storage.jilei2.includes(get.type(card, "trick"))) { var hs = player.getCards("h"), cards = [card]; if (Array.isArray(card.cards)) cards.addArray(card.cards); for (var i of cards) { if (hs.includes(i)) return false; } } }, cardRespondable: function (card, player) { if (player.storage.jilei2.includes(get.type(card, "trick"))) { var hs = player.getCards("h"), cards = [card]; if (Array.isArray(card.cards)) cards.addArray(card.cards); for (var i of cards) { if (hs.includes(i)) return false; } } }, cardSavable: function (card, player) { if (player.storage.jilei2.includes(get.type(card, "trick"))) { var hs = player.getCards("h"), cards = [card]; if (Array.isArray(card.cards)) cards.addArray(card.cards); for (var i of cards) { if (hs.includes(i)) return false; } } }, }, }, danlao: { audio: 2, filter: function (event, player) { return (event.card.name == "sha" || get.type(event.card) == "trick") && event.targets && event.targets.length > 1; }, check: function (event, player) { return event.getParent().excluded.includes(player) || get.tag(event.card, "multineg") || get.effect(player, event.card, event.player, player) <= 0; }, trigger: { target: "useCardToTargeted" }, content: function () { trigger.getParent().excluded.add(player); player.draw(); }, ai: { effect: { target_use(card) { if (get.type(card) != "trick") return; if (card.name == "tiesuo") return [0, 0]; if (card.name == "yihuajiemu") return [0, 1]; if (get.tag(card, "multineg")) return [0, 2]; }, }, }, }, taichen: { enable: "phaseUse", usable: 1, filterTarget: function (card, player, target) { return player.canUse("sha", target); }, content: function () { "step 0"; player.loseHp(); "step 1"; player.useCard({ name: "sha", isCard: true }, target, false); }, ai: { order: 1, result: { target: function (player, target) { if (player.hp > 2 && player.hp > target.hp && target.countCards("he") < 4) { return get.effect(target, { name: "sha" }, player, target); } return 0; }, }, }, }, naman: { audio: 2, trigger: { global: "respondAfter" }, filter: function (event, player) { if (event.card.name != "sha") return false; if (event.player == player) return false; if (event.cards) { for (var i = 0; i < event.cards.length; i++) { if (get.position(event.cards[i], true) == "o") return true; } } return false; }, frequent: true, content: function () { var cards = trigger.cards.slice(0); for (var i = 0; i < cards.length; i++) { if (get.position(cards[i], true) != "o") { cards.splice(i--, 1); } } game.delay(0.5); player.gain(cards, "gain2"); }, }, xiemu: { audio: 2, enable: "phaseUse", usable: 1, filter: function (event, player) { return player.countCards("h", "sha") > 0; }, filterCard: { name: "sha" }, check: function (card) { return 6 - get.value(card); }, content: function () { "step 0"; var list = lib.group.filter(function (group) { return ( ["wei", "shu", "wu", "qun"].includes(group) || game.hasPlayer(function (current) { return current.group == group; }) ); }); if (player.storage.xiemu2) list.removeArray(player.storage.xiemu2); var list2 = list.slice(0); list2.sort(function (a, b) { return lib.skill.xiemu.count(b) - lib.skill.xiemu.count(a); }); player .chooseControl(list) .set("prompt", "请选择一个势力") .set("ai", function () { return _status.event.group; }) .set("group", list2[0]); "step 1"; player.popup(result.control + 2, get.groupnature(result.control)); game.log(player, "选择了", "#g" + get.translation(result.control + 2)); player.addTempSkill("xiemu2", { player: "phaseBegin" }); player.storage.xiemu2.add(result.control); player.updateMarks("xiemu2"); }, ai: { order: 1, result: { player: 1 }, }, count: function (group) { var player = _status.event.player; return game.countPlayer(function (current) { return current != player && current.group == group && get.attitude(current, player) < 0; }); }, }, xiemu2: { onremove: true, mark: true, forced: true, audio: "xiemu", intro: { content: function (storage) { return "已指定" + get.translation(storage) + "势力"; }, }, trigger: { target: "useCardToTargeted", }, init: function (player) { if (!player.storage.xiemu2) player.storage.xiemu2 = []; }, filter: function (event, player) { if (!player.storage.xiemu2) return false; if (get.color(event.card) != "black") return false; if (!event.player) return false; if (event.player == player || !player.storage.xiemu2.includes(event.player.group)) return false; return true; }, content: function () { player.draw(2); }, }, oldxiemu: { audio: "xiemu", trigger: { target: "useCardToTargeted" }, filter: function (event, player) { if (get.color(event.card) != "black") return false; if (!event.player) return false; if (event.player == player) return false; if (get.mode() != "guozhan") return false; return player.countCards("h", "sha") > 0; }, direct: true, content: function () { "step 0"; var next = player.chooseToDiscard("协穆:是否弃置一张杀并摸两张牌?", { name: "sha" }); next.set("ai", function (card) { return 9 - get.value(card); }); next.logSkill = "xiemu"; "step 1"; if (result.bool) { player.draw(2); } }, ai: { effect: { target_use(card, player, target) { if (get.color(card) == "black" && target.countCards("h") > 0) { return [1, 0.5]; } }, }, }, }, spmengjin: { trigger: { player: "shaBegin" }, filter: function (event, player) { return event.target.countCards("he") > 0; }, direct: true, content: function () { "step 0"; var att = get.attitude(player, trigger.target); player.choosePlayerCard(get.prompt("spmengjin", trigger.target), "he", trigger.target).ai = function (button) { var val = get.buttonValue(button); if (att > 0) return -val; return val; }; "step 1"; if (result.bool) { trigger.target.discard(result.links); player.logSkill("spmengjin", trigger.target); trigger.target.addTempSkill("mengjin2", "shaAfter"); } }, ai: { expose: 0.2, }, }, fenxun_old: { audio: 2, trigger: { player: "shaBefore" }, direct: true, filter: function (event, player) { return event.targets.length == 1; }, position: "he", content: function () { "step 0"; player.chooseCardTarget({ filterCard: lib.filter.cardDiscardable, filterTarget: function (card, player, target) { var trigger = _status.event.getTrigger(); return lib.filter.targetEnabled(trigger.card, player, target) && target != trigger.targets[0]; }, ai1: function (card) { return 6 - get.value(card); }, ai2: function (target) { var trigger = _status.event.getTrigger(); var player = _status.event.player; return get.effect(target, trigger.card, player, player); }, prompt: get.prompt2("fenxun"), }); "step 1"; if (result.bool) { player.discard(result.cards); trigger.targets.push(result.targets[0]); player.logSkill("fenxun", result.targets); } }, }, rezhoufu: { audio: "zhoufu", enable: "phaseUse", usable: 1, filter: function (event, player) { return player.countCards("he") > 0; }, filterCard: true, filterTarget: function (card, player, target) { return target != player && !target.getExpansions("rezhoufu2").length; }, check: function (card) { return 6 - get.value(card); }, position: "he", discard: false, lose: false, delay: false, content: function () { if (!target.storage.rezhoufu2_markcount) target.storage.rezhoufu2_markcount = 0; target.addToExpansion(cards, player, "give").gaintag.add("rezhoufu2"); target.addSkill("rezhoufu_judge"); }, ai: { order: 1, result: { target: -1, }, }, group: ["rezhoufu_losehp"], subSkill: { judge: { audio: "zhoufu", trigger: { player: "judgeBefore" }, forced: true, charlotte: true, filter: function (event, player) { return !event.directresult && player.getExpansions("rezhoufu2").length; }, content: function () { var cards = [player.getExpansions("rezhoufu2")[0]]; trigger.directresult = cards[0]; }, }, losehp: { audio: "zhoufu", trigger: { global: "phaseEnd" }, forced: true, filter: function (event, player) { return game.hasPlayer(function (current) { return current.hasHistory("lose", function (evt) { if (!evt || !evt.xs || !evt.xs.length) return false; for (var i in evt.gaintag_map) { if (evt.gaintag_map[i].includes("rezhoufu2")) return true; } return false; }); }); }, logTarget: function (current) { return game .filterPlayer(function (current) { return current.hasHistory("lose", function (evt) { if (!evt || !evt.xs || !evt.xs.length) return false; for (var i in evt.gaintag_map) { if (evt.gaintag_map[i].includes("rezhoufu2")) return true; } return false; }); }) .sortBySeat(); }, content: function () { var targets = game .filterPlayer(function (current) { return current.hasHistory("lose", function (evt) { if (!evt || !evt.xs || !evt.xs.length) return false; for (var i in evt.gaintag_map) { if (evt.gaintag_map[i].includes("rezhoufu2")) return true; } return false; }); }) .sortBySeat(); while (targets.length) { targets.shift().loseHp(); } }, }, }, }, rezhoufu2: { intro: { content: "expansion", }, }, rezhoufu3: {}, reyingbing: { audio: "yingbin", trigger: { global: "useCard" }, forced: true, filter: function (event, player) { var cards = event.player.getExpansions("rezhoufu2"); return cards.length && get.color(cards[0]) == get.color(event.card); }, logTarget: "player", content: function () { "step 0"; player.draw(); "step 1"; trigger.player.storage.rezhoufu2_markcount++; if (trigger.player.storage.rezhoufu2_markcount >= 2) { delete trigger.player.storage.rezhoufu2_markcount; var cards = trigger.player.getExpansions("rezhoufu2"); player.gain(cards, trigger.player, "give", "bySelf"); } else trigger.player.markSkill("rezhoufu2"); }, ai: { combo: "rezhoufu", }, }, zhoufu: { audio: 2, }, yingbin: { audio: 2, }, kuiwei: { audio: 2, trigger: { player: "phaseJieshuBegin" }, check: function (event, player) { if (player.isTurnedOver()) return true; var num = game.countPlayer(function (current) { return current.getEquip(1); }); return num > 1; }, content: function () { "step 0"; player.turnOver(); "step 1"; var num = game.countPlayer(function (current) { return current.getEquips(1).length; }); player.draw(2 + num); player.addSkill("kuiwei2"); }, ai: { effect: { target: function (card) { if (card.name == "guiyoujie") return [0, 2]; }, }, }, }, kuiwei2: { trigger: { player: "phaseDrawBegin" }, forced: true, audio: false, content: function () { var num = game.countPlayer(function (current) { return current.getEquips(1).length; }); if (num >= player.countCards("he")) { player.discard(player.getCards("he")); } else if (num) { player.chooseToDiscard("he", num, true); } player.removeSkill("kuiwei2"); }, }, yanzheng: { enable: "chooseToUse", audio: 2, filter: function (event, player) { return player.hp < player.countCards("h") && player.countCards("e") > 0; }, viewAsFilter: function (player) { return player.hp < player.countCards("h") && player.countCards("e") > 0; }, filterCard: true, position: "e", viewAs: { name: "wuxie" }, prompt: "将一张装备区内的牌当无懈可击使用", check: function (card) { return 8 - get.equipValue(card); }, threaten: 1.2, }, tongji: { global: "tongji_disable", audio: 2, trigger: { global: "useCard1" }, forced: true, filter: function (event, player) { return event.targets.includes(player) && player != event.player && event.card.name == "sha" && player.hp < player.countCards("h"); }, content: function () {}, ai: { neg: true }, unique: true, gainable: true, subSkill: { disable: { mod: { targetEnabled: function (card, player, target) { if (card.name == "sha") { if (player.hasSkill("tongji")) return; if (target.hasSkill("tongji")) return; if ( game.hasPlayer(function (current) { return current.hasSkill("tongji") && current.hp < current.countCards("h") && player.inRange(current); }) ) { return false; } } }, }, }, }, }, wangzun: { audio: 2, audioname: ["old_yuanshu"], trigger: { global: "phaseZhunbeiBegin" }, check: function (event, player) { var att = get.attitude(player, event.player); return !game.hasPlayer(function (current) { return get.attitude(player, current) < att; }); }, filter: function (event, player) { return event.player != player && !player.storage.wangzun; }, logTarget: "player", content: function () { player.draw(); player.markSkill("wangzun"); player.storage.wangzun = trigger.player; trigger.player.addTempSkill("wangzun3"); }, ai: { expose: 0.2, }, intro: { content: "player", }, group: "wangzun2", }, wangzun2: { trigger: { player: "phaseZhunbeiBegin" }, silent: true, content: function () { player.unmarkSkill("wangzun"); player.storage.wangzun = null; }, }, wangzun3: { mod: { maxHandcard: function (player, num) { return num - 1; }, }, }, kaikang: { audio: 2, trigger: { global: "useCardToTargeted" }, filter: function (event, player) { return event.card.name == "sha" && get.distance(player, event.target) <= 1 && event.target.isIn(); }, check: function (event, player) { return get.attitude(player, event.target) >= 0; }, logTarget: "target", content: function () { "step 0"; player.draw(); if (trigger.target != player) { player.chooseCard(true, "he", "交给" + get.translation(trigger.target) + "一张牌").set("ai", function (card) { if (get.position(card) == "e") return -1; if (card.name == "shan") return 1; if (get.type(card) == "equip") return 0.5; return 0; }); } else { event.finish(); } "step 1"; player.give(result.cards, trigger.target, "give"); game.delay(); event.card = result.cards[0]; "step 2"; if (trigger.target.getCards("h").includes(card) && get.type(card) == "equip") { trigger.target.chooseUseTarget(card); } }, ai: { threaten: 1.1, }, }, liangzhu: { audio: 2, trigger: { global: "recoverAfter" }, direct: true, filter: function (event, player) { return event.player.isPhaseUsing(); }, content: function () { "step 0"; if (player == trigger.player) { player .chooseControl("摸一张", "摸两张", "cancel2", function () { return "摸两张"; }) .set("prompt", get.prompt2("liangzhu")); event.single = true; } else { player .chooseTarget(get.prompt2("liangzhu"), function (card, player, target) { return target == _status.event.player || target == _status.event.target; }) .set("target", trigger.player) .set("ai", function (target) { var player = _status.event.player; if (player == target) return 1; return get.attitude(player, target) - 1.5; }); } "step 1"; if (event.single) { if (result.control != "cancel2") { player.logSkill("liangzhu", player); if (result.control == "摸一张") { player.draw(); } else { player.draw(2); if (!player.storage.liangzhu) player.storage.liangzhu = []; player.storage.liangzhu.add(player); } } } else if (result.bool) { var target = result.targets[0]; player.logSkill("liangzhu", target); if (target == player) { target.draw(); } else { target.draw(2); if (target.storage.liangzhu) { target.storage.liangzhu.add(player); } else { target.storage.liangzhu = [player]; } } } }, ai: { expose: 0.1, }, }, fanxiang: { skillAnimation: true, animationColor: "fire", audio: 2, unique: true, juexingji: true, derivation: "xiaoji", trigger: { player: "phaseZhunbeiBegin" }, filter: function (event, player) { if (player.storage.fanxiang) return false; return game.hasPlayer(function (current) { return current.storage.liangzhu && current.storage.liangzhu.includes(player) && current.isDamaged(); }); }, forced: true, content: function () { player.awakenSkill("fanxiang"); player.gainMaxHp(); player.recover(); player.changeSkills(["xiaoji"], ["liangzhu"]); }, ai: { combo: "liangzhu", }, }, mingshi: { audio: 2, trigger: { player: "damageBegin3" }, direct: true, filter: function (event, player) { return event.source && event.source.hp > player.hp; }, content: function () { "step 0"; var next = player.chooseToDiscard(get.prompt2("mingshi"), { color: "black" }); next.set("ai", function (card) { return 9 - get.value(card); }); next.set("logSkill", "mingshi"); "step 1"; if (result.bool) { trigger.num--; } }, ai: { threaten: 0.8, }, }, lirang: { audio: 2, trigger: { player: "loseAfter", global: "loseAsyncAfter", }, filter: function (event, player) { if (!game.hasPlayer(current => current != player)) return false; if (event.type != "discard" || event.getlx === false) return false; var evt = event.getl(player); if (!evt || !evt.cards2) return false; for (var i = 0; i < evt.cards2.length; i++) { if (get.position(evt.cards2[i]) == "d") { return true; } } return false; }, direct: true, preHidden: true, content: function () { "step 0"; if (trigger.delay == false) game.delay(); event.cards = []; var cards2 = trigger.getl(player).cards2; for (var i = 0; i < cards2.length; i++) { if (get.position(cards2[i], true) == "d") { event.cards.push(cards2[i]); } } if (_status.connectMode) game.broadcastAll(function () { _status.noclearcountdown = true; }); event.given_map = {}; "step 1"; var goon = false; for (var i = 0; i < event.cards.length; i++) { if (event.cards[i].name == "du") { goon = true; break; } } if (!goon) { goon = game.hasPlayer(function (current) { return player != current && get.attitude(player, current) > 1; }); } player .chooseButton(["礼让:是否分配本次弃置的牌?", event.cards], [1, event.cards.length]) .set("ai", function (button) { if (_status.event.goon && ui.selected.buttons.length == 0) return 1 + Math.abs(get.value(button.link)); return 0; }) .set("goon", goon) .setHiddenSkill("lirang"); "step 2"; if (result.bool) { event.cards.removeArray(result.links); event.togive = result.links.slice(0); player .chooseTarget("选择一名其他角色获得" + get.translation(result.links), true, lib.filter.notMe) .set("ai", function (target) { var att = get.attitude(_status.event.player, target); if (_status.event.enemy) { return -att; } else if (att > 0) { return att / (1 + target.countCards("h")); } else { return att / 100; } }) .set("enemy", get.value(event.togive[0], player, "raw") < 0); } else event.goto(4); "step 3"; if (result.targets.length) { var id = result.targets[0].playerid, map = event.given_map; if (!map[id]) map[id] = []; map[id].addArray(event.togive); } if (cards.length > 0) event.goto(1); "step 4"; if (_status.connectMode) { game.broadcastAll(function () { delete _status.noclearcountdown; game.stopCountChoose(); }); } var list = [], targets = []; for (var i in event.given_map) { var source = (_status.connectMode ? lib.playerOL : game.playerMap)[i]; list.push([source, event.given_map[i]]); targets.push(source); } if (targets.length) { player.logSkill("lirang", targets); game.loseAsync({ gain_list: list, giver: player, animate: "gain2", }).setContent("gaincardMultiple"); } }, ai: { expose: 0.1, effect: { target: function (card, player, target, current) { if (target.hasFriend() && get.tag(card, "discard")) { if (current < 0) return 0; return [1, 1]; } }, }, }, }, moukui: { audio: 2, audioname: ["sp_mushun"], trigger: { player: "useCardToPlayered" }, direct: true, filter: function (event, player) { return event.card.name == "sha"; }, content: function () { "step 0"; var controls = ["draw_card"]; if (trigger.target.countCards("he")) { controls.push("discard_card"); } controls.push("cancel"); player .chooseControl(controls) .set("ai", function () { var trigger = _status.event.getTrigger(); if (trigger.target.countCards("he") && get.attitude(_status.event.player, trigger.target) < 0) { return "discard_card"; } else { return "draw_card"; } }) .set("prompt", get.prompt2("moukui")); "step 1"; if (result.control == "draw_card") { player.draw(); player.logSkill("moukui"); } else if (result.control == "discard_card" && trigger.target.countCards("he")) { player.discardPlayerCard(trigger.target, "he", true).logSkill = ["moukui", trigger.target]; } else event.finish(); "step 2"; player.addTempSkill("moukui2", "shaEnd"); }, ai: { expose: 0.1, }, }, moukui2: { audio: false, trigger: { player: "shaMiss" }, forced: true, filter: function (event, player) { return player.countCards("he") > 0; }, content: function () { trigger.target.discardPlayerCard(player, true); }, }, shenxian: { audio: 2, trigger: { global: ["loseAfter", "loseAsyncAfter"] }, filter: function (event, player) { if (event.type != "discard" || _status.currentPhase == player || event.getlx === false) return false; if (event.name == "lose" && event.player == player) return false; if (player.hasSkill("shenxian2")) return false; var cards = event.cards.slice(0); var evt = event.getl(player); if (evt && evt.cards) cards.removeArray(evt.cards); for (var i = 0; i < cards.length; i++) { if (get.type(cards[i], null, event.hs && event.hs.includes(cards[i]) ? event.player : false) == "basic" && cards[i].original != "j") { return true; } } return false; }, frequent: true, content: function () { "step 0"; if (trigger.delay == false) game.delay(); "step 1"; player.draw(); if (event.name == "shenxian") player.addTempSkill("shenxian2"); }, ai: { threaten: 1.5, }, }, shenxian2: { charlotte: true }, qiangwu: { audio: 2, enable: "phaseUse", usable: 1, content: function () { "step 0"; player.judge(card => { if (game.hasPlayer(cur => { return get.event("player").canUse("sha", cur); })) return get.number(card); return 1 / get.number(card); }); "step 1"; player.storage.qiangwu = result.number; player.addTempSkill("qiangwu3", "phaseUseEnd"); }, ai: { result: { player: 1, }, order: 11, }, }, qiangwu3: { mod: { targetInRange: function (card, player) { if (card.name == "sha") { const num = get.number(card); if (num == "unsure" || num < player.storage.qiangwu) return true; } }, cardUsable: function (card, player) { if (card.name == "sha") { const num = get.number(card); if (num == "unsure" || num > player.storage.qiangwu) return true; } }, }, trigger: { player: "useCard1" }, filter: function (event, player) { if (_status.currentPhase == player && event.card.name == "sha" && get.number(event.card) > player.storage.qiangwu && event.addCount !== false) return true; return false; }, forced: true, popup: false, firstDo: true, content: function () { trigger.addCount = false; if (player.stat[player.stat.length - 1].card.sha > 0) { player.stat[player.stat.length - 1].card.sha--; } }, }, zhendu: { audio: 2, trigger: { global: "phaseUseBegin" }, filter: function (event, player) { return /*(get.mode()!='guozhan'||event.player!=player)&&*/ event.player.isIn() && player.countCards("h") > 0 && event.player.hasUseTarget({ name: "jiu" }, null, true); }, direct: true, preHidden: true, content: function () { "step 0"; var nono = Math.abs(get.attitude(player, trigger.player)) < 3; if (player == trigger.player || get.damageEffect(trigger.player, player, player) <= 0 || !trigger.player.hasUseTarget({ name: "jiu" }, null, true)) { nono = true; } else if (trigger.player.hp > 2) { nono = true; } else if (trigger.player.hp > 1 && player.countCards("h") < 3 && trigger.player.canUse("sha", player) && !player.countCards("h", "shan") && trigger.player.countCards("h") >= 3) { nono = true; } var next = player.chooseToDiscard(get.prompt2("zhendu", trigger.player)); next.set("ai", function (card) { if (_status.event.nono) return -1; return 7 - get.useful(card); }); next.set("logSkill", ["zhendu", trigger.player]); next.set("nono", nono); next.setHiddenSkill("zhendu"); "step 1"; if (result.bool) { trigger.player.chooseUseTarget({ name: "jiu" }, true, "noTargetDelay", "nodelayx"); } else { event.finish(); } "step 2"; if (result.bool && trigger.player != player) trigger.player.damage(); }, ai: { threaten: 2, expose: 0.3, }, }, qiluan: { audio: "qiluan2", preHidden: true, trigger: { global: "phaseEnd" }, frequent: true, filter: function (event, player) { return game.hasPlayer2(function (current) { return current.getStat("kill") > 0; }); }, prompt: function (event, player) { var num = game.countPlayer2(function (current) { return (current.getStat("kill") || 0) * (current == player ? 3 : 1); }); return get.prompt("qiluan") + "(可摸" + get.cnNumber(num) + "张牌)"; }, content: function () { //if(get.mode()=='guozhan'){ // player.draw(3); //} //else{ player.draw( game.countPlayer2(function (current) { return (current.getStat("kill") || 0) * (current == player ? 3 : 1); }) ); //} }, subSkill: { draw: { trigger: { global: "dieAfter" }, frequent: true, filter: function (event, player) { return /*get.mode()!='guozhan'&&*/ player != event.source; }, content: function () { player.draw(); }, }, }, }, qiluan2: { audio: 2, }, zniaoxiang: { shaRelated: true, audio: 2, trigger: { player: "useCardToPlayered" }, forced: true, filter: function (event, player) { return event.card.name == "sha" && !event.getParent().directHit.includes(event.target); }, //priority:-1, logTarget: "target", content: function () { var id = trigger.target.playerid; var map = trigger.getParent().customArgs; if (!map[id]) map[id] = {}; if (typeof map[id].shanRequired == "number") { map[id].shanRequired++; } else { map[id].shanRequired = 2; } }, }, shangyi: { audio: 2, enable: "phaseUse", usable: 1, filterTarget: function (card, player, target) { return player != target && target.countCards("h"); }, content: function () { "step 0"; player.chooseCardButton(target, target.getCards("h")).set("filterButton", function (button) { return get.color(button.link) == "black"; }); "step 1"; if (result.bool) { target.discard(result.links[0]); } }, ai: { order: 11, result: { target: function (player, target) { return -target.countCards("h"); }, }, threaten: 1.1, }, }, shengxi: { trigger: { player: "phaseDiscardBegin" }, frequent: true, filter: function (event, player) { return !player.getStat("damage"); }, content: function () { player.draw(2); }, audio: 2, audioname: ["liushan"], }, shoucheng: { init(player) { game.addGlobalSkill("shoucheng_draw", player); }, trigger: { global: ["equipAfter", "addJudgeAfter", "loseAfter", "gainAfter", "loseAsyncAfter", "addToExpansionAfter"], }, audio: 2, direct: true, filter: function (event, player) { return game.hasPlayer(function (current) { if (current == _status.currentPhase) return false; var evt = event.getl(current); return evt && evt.hs && evt.hs.length && current.countCards("h") == 0; }); }, content: function () { "step 0"; event.list = game .filterPlayer(function (current) { if (current == _status.currentPhase) return false; var evt = trigger.getl(current); return evt && evt.hs && evt.hs.length; }) .sortBySeat(_status.currentPhase); "step 1"; var target = event.list.shift(); event.target = target; if (target.isIn() && target.countCards("h") == 0) { player.chooseBool(get.prompt2("shoucheng", target)).set("ai", function () { return get.attitude(_status.event.player, _status.event.getParent().target) > 0; }); } else event.goto(3); "step 2"; if (result.bool) { player.logSkill(event.name, target); if (player !== target && (get.mode() !== "identity" || player.identity !== "nei")) player.addExpose(0.15); target.draw(); } "step 3"; if (event.list.length) event.goto(1); }, ai: { threaten: 1.3, }, subSkill: { draw: { trigger: { player: "dieAfter" }, filter(event, player) { return !game.hasPlayer(current => { return current.hasSkill("shoucheng"); }, true); }, content() { game.removeGlobalSkill("shoucheng_draw"); }, ai: { noh: true, skillTagFilter(player, tag, arg) { if (player === _status.currentPhase || player.countCards("h") !== 1) return false; return game.hasPlayer(current => { return current.hasSkill("shoucheng") && player.isFriendOf(current); }); }, }, }, }, }, hengzheng: { audio: 2, trigger: { player: "phaseDrawBegin1" }, preHidden: true, filter: function (event, player) { return !event.numFixed && (player.hp == 1 || player.countCards("h") == 0); }, check: function (event, player) { var num = game.countPlayer(function (current) { if (current.countCards("he") && current != player && get.attitude(player, current) <= 0) { return true; } if (current.countCards("j") && current != player && get.attitude(player, current) > 0) { return true; } }); return num >= 2; }, content: function () { "step 0"; var targets = game.filterPlayer(); targets.remove(player); targets.sort(lib.sort.seat); event.targets = targets; event.num = 0; trigger.changeToZero(); player.line(targets, "green"); "step 1"; if (num < event.targets.length) { if (event.targets[num].countCards("hej")) { player.gainPlayerCard(event.targets[num], "hej", true); } event.num++; event.redo(); } }, ai: { noh: true, skillTagFilter: function (player, tag) { if (tag == "noh") { if (player.countCards("h") != 1) return false; } }, threaten: function (player, target) { if (target.hp == 1) return 2.5; return 1; }, }, }, yongjue: { audio: 2, trigger: { global: "useCardAfter" }, usable: 1, filter: function (event, player) { if (event.card.name != "sha") return false; if (event.player == player) return false; if (event.targets.includes(player)) return false; if (event.cards) { for (var i = 0; i < event.cards.length; i++) { if (get.position(event.cards[i], true) == "o") return true; } } return false; }, frequent: true, content: function () { var cards = trigger.cards.slice(0); for (var i = 0; i < cards.length; i++) { if (get.position(cards[i], true) != "o") { cards.splice(i--, 1); } } player.gain(cards, "gain2"); }, }, guixiu: { audio: 2, trigger: { target: "useCardToTargeted" }, frequent: true, filter: function (event, player) { return event.card.name == "sha" && player.countCards("h") < player.hp; }, content: function () { player.draw(); }, }, cunsi: { skillAnimation: true, animationColor: "orange", audio: 2, unique: true, enable: "phaseUse", mark: true, limited: true, derivation: "yongjue", filter: function (event, player) { return !player.storage.cunsi && player.countCards("h") && !player.isTurnedOver(); }, init: function (player) { player.storage.cunsi = false; }, filterTarget: function (card, player, target) { return player != target && target.hasSex("male"); }, content: function () { "step 0"; player.awakenSkill("cunsi"); var cards = player.getCards("h"); player.give(cards, target); "step 1"; target.addSkills("yongjue"); "step 2"; target.markSkillCharacter("yongjue", player, "存嗣", '
    【勇决】
    每当其他角色于回合内使用一张杀,若目标不是你,你可以获得之,每回合限一次
    '); player.turnOver(); }, intro: { content: "limited", }, ai: { order: 4, result: { target: function (player, target) { if (target.isMin()) return 0; if (player.hp > 1) { if (game.phaseNumber < game.players.length) return 0; if (target.hp == 1 && target.maxHp > 2) return 0; if (get.attitude(player, target) < 5) return 0; } if (get.attitude(player, target) < 5) return 0; if (target.hp == 1 && target.maxHp > 2) return 0.2; if (target == game.me) return 1.2; return 1; }, }, expose: 0.5, threaten: 1.5, }, }, fenming: { audio: 2, trigger: { player: "phaseJieshuBegin" }, check: function (event, player) { var num = game.countPlayer(function (current) { if (current.isLinked() && current.countCards("he")) { return get.effect(current, { name: "guohe_copy2" }, player, player); } }); return num < 0; }, filter: function (event, player) { return player.isLinked(); }, preHidden: true, prompt: "是否发动【奋命】?", logTarget: function (event, player) { return game.filterPlayer(function (current) { if (current.isLinked() && current.countCards("he")) { return true; } }); }, content: function () { "step 0"; event.targets = game.filterPlayer(function (current) { if (current.isLinked() && current.countCards("he")) { return true; } }); event.num = 0; event.targets.sort(lib.sort.seat); "step 1"; if (event.num < event.targets.length) { var target = event.targets[event.num]; if (player == target) { player.chooseToDiscard(true, "he"); } else { player.discardPlayerCard(true, "he", target); } event.num++; event.redo(); } }, }, duanxie: { enable: "phaseUse", usable: 1, audio: 2, filter: function (event, player) { return game.hasPlayer(function (current) { return current != player && !current.isLinked(); }); }, filterTarget: function (card, player, target) { return player != target && !target.isLinked(); }, selectTarget: function () { return [1, Math.max(1, _status.event.player.getDamagedHp())]; }, content: function () { if (!target.isLinked()) target.link(); }, contentAfter: function () { if (!player.isLinked()) player.link(); }, ai: { result: { target: -1, player: function (player) { return player.isLinked() ? 0 : -0.8; }, }, order: 2, expose: 0.3, effect: { target: function (card) { if (card.name == "tiesuo") { return 0.5; } }, }, }, }, xiaoguo: { audio: 2, trigger: { global: "phaseJieshuBegin" }, filter: function (event, player) { return event.player.isIn() && event.player != player && player.countCards("h"); }, direct: true, content: function () { "step 0"; var next = player.chooseToDiscard(get.prompt("xiaoguo", trigger.player)); next.set("ai", function (card) { return _status.event.eff - get.useful(card); }); next.set("logSkill", ["xiaoguo", trigger.player]); next.set( "eff", (function () { if (trigger.player.hasSkillTag("noe")) return get.attitude(_status.event.player, trigger.player); return get.damageEffect(trigger.player, player, _status.event.player); })() ); "step 1"; if (result.bool) { if (get.mode() !== "identity" || player.identity !== "nei") player.addExpose(0.15); trigger.player .chooseToDiscard("he", "弃置一张装备牌并令" + get.translation(player) + "摸一张牌,或受到1点伤害", { type: "equip" }) .set("ai", function (card) { if (_status.event.damage > 0) return 0; if (_status.event.noe) return 12 - get.value(card); return 2 * _status.event.damage - get.value(card); }) .set("damage", get.damageEffect(trigger.player, player, trigger.player)) .set("noe", trigger.player.hasSkillTag("noe")); } else { event.finish(); } "step 2"; if (result.bool) { player.draw(); } else { trigger.player.damage(); } }, }, suishi: { audio: 2, trigger: { global: "dying" }, forced: true, popup: false, //priority:12, check: function () { return false; }, filter: function (event, player) { return event.player != player && event.parent.name == "damage" && event.parent.source && event.parent.source != event.player; }, content: function () { "step 0"; var str; if (trigger.parent.source == player) { str = "随势:是否摸一张牌?"; } else { str = "随势:是否令" + get.translation(player) + "摸一张牌?"; } trigger.parent.source .chooseBool(str) .set("ai", function () { return get.attitude(_status.event.player, _status.event.target) > 0; }) .set("target", player); "step 1"; if (result.bool) { player.logSkill("suishi"); trigger.parent.source.line(player, "green"); player.draw(); } }, ai: { halfneg: true, }, group: "suishi2", }, suishi2: { trigger: { global: "dieAfter" }, forced: true, popup: false, check: function () { return false; }, filter: function (event, player) { return event.player != player && event.source && event.source != player && event.source != event.player; }, content: function () { "step 0"; var str; if (trigger.source == player) { str = "随势:是否失去1点体力?"; } else { str = "随势:是否令" + get.translation(player) + "失去1点体力?"; } trigger.source .chooseBool(str) .set("ai", function () { return get.attitude(_status.event.player, _status.event.target) < 0; }) .set("target", player); "step 1"; if (result.bool) { player.logSkill("suishi"); trigger.source.line(player, "green"); player.loseHp(); } }, }, sijian: { trigger: { player: "loseAfter", global: ["equipAfter", "addJudgeAfter", "gainAfter", "loseAsyncAfter", "addToExpansionAfter"], }, direct: true, audio: 2, preHidden: true, filter: function (event, player) { if (player.countCards("h")) return false; if (event.name == "gain" && event.player == player) return false; var evt = event.getl(player); return evt && evt.hs && evt.hs.length > 0; }, content: function () { "step 0"; player .chooseTarget(get.prompt("sijian"), "弃置一名其他角色的一张牌", function (card, player, target) { return player != target && target.countCards("he") > 0; }) .set("ai", function (target) { return -get.attitude(_status.event.player, target); }) .setHiddenSkill(event.name); "step 1"; if (result.bool) { player.logSkill("sijian", result.targets); event.target = result.targets[0]; player.discardPlayerCard(event.target, true); } else { event.finish(); } }, ai: { expose: 0.2, }, }, quji: { audio: 2, enable: "phaseUse", usable: 1, position: "he", filterCard: true, selectCard: function () { var player = _status.event.player; return player.getDamagedHp(); }, filterTarget: function (card, player, target) { return target.hp < target.maxHp; }, filter: function (event, player) { return player.hp < player.maxHp; }, selectTarget: function () { return [1, ui.selected.cards.length]; }, complexSelect: true, check: function (card) { if (get.color(card) == "black") return -1; return 9 - get.value(card); }, content: function () { "step 0"; target.recover(); "step 1"; if (target == targets[targets.length - 1]) { for (var i = 0; i < cards.length; i++) { if (get.color(cards[i], player) == "black") { player.loseHp(); break; } } } }, ai: { result: { target: 1, }, order: 6, }, }, junbing: { audio: 2, trigger: { global: "phaseJieshuBegin" }, filter: function (event, player) { return event.player.countCards("h") <= 1 && (player == event.player || player.hasSkill("junbing")); }, direct: true, checkx: function (target, player) { if (target) { var num = target.countCards("h"); var att = get.attitude(player, target); if (num == 0) return true; if (num == 1) return att > -1; if (num == 2) return att > 0; return att > 1; } return false; }, content: function () { "step 0"; event.target = player; event.player = trigger.player; var prompt; if (player == event.player) prompt = "是否发动【郡兵】摸一张牌?"; else prompt = "###是否对" + get.translation(event.target) + "发动【郡兵】?###" + (event.player == event.target ? "摸一张牌" : "摸一张牌,将所有手牌交给该角色,然后该角色交给你等量的手牌"); event.player.chooseBool(prompt).set("choice", lib.skill.junbing.checkx(event.target, event.player)); "step 1"; if (!result.bool) { event.finish(); return; } target.logSkill("junbing", player); if (player == target) event.finish(); player.draw(); "step 2"; var cards = player.getCards("h"); player.give(cards, target); event.num = cards.length; "step 3"; var he = target.getCards("he"); if (!he.length) event.finish(); else if (he.length <= num) event._result = { cards: he }; else target.chooseCard("选择还给" + get.translation(player) + "的牌", true, event.num, "he"); "step 4"; target.give(result.cards, player); }, }, xiongyi: { skillAnimation: true, animationColor: "gray", unique: true, enable: "phaseUse", audio: 2, limited: true, filterTarget: function (card, player, target) { if (get.mode() == "guozhan") { if (player == target) return true; if (player.identity == "unknown") { if (!player.wontYe("qun")) return false; return target.identity == "qun"; } return target.isFriendOf(player); } else { return true; } }, multitarget: true, multiline: true, selectTarget: function () { if (get.mode() == "guozhan") return -1; return [1, Infinity]; }, content: function () { "step 0"; player.awakenSkill("xiongyi"); game.asyncDraw(targets, 3); "step 1"; if (player.isDamaged()) { if (get.mode() == "guozhan") { if (player.isMinor(true)) { player.recover(); } } else if (player.isMinHp()) { player.recover(); } } }, ai: { order: 1, result: { target: function (player) { var num = player.countCards("h"); if (player.hp == 1) return 1; if (player.hp == 2 && num <= 2) return 1; if (player.hp == 3 && num <= 1) return 1; if (game.phaseNumber < game.players.length * 2) return 0; if (player.hasUnknown()) return 0; return 1; }, }, }, }, gzshushen: { audio: "shushen", trigger: { player: "recoverAfter" }, direct: true, filter: function (event, player) { return game.hasPlayer(function (current) { return player != current && player.sameIdentityAs(current); }); }, content: function () { "step 0"; event.num = trigger.num || 1; "step 1"; player .chooseTarget(get.prompt2("gzshushen"), function (card, player, target) { return target != player && player.sameIdentityAs(target); }) .set("ai", function (target) { return get.attitude(_status.event.player, target); }); "step 2"; if (result.bool) { player.logSkill("gzshushen", result.targets); result.targets[0].draw(); if (event.num > 1) { event.num--; event.goto(1); } } }, ai: { threaten: 0.8, expose: 0.1, }, }, shushen: { audio: 2, trigger: { player: "recoverAfter" }, direct: true, content: function () { "step 0"; event.count = trigger.num; "step 1"; player .chooseTarget(get.prompt("shushen"), "令一名其他角色选择摸两张牌或回复1点体力", function (card, player, target) { return target != player; }) .set("ai", function (target) { return get.attitude(_status.event.player, target); }); "step 2"; if (result.bool) { event.count--; player.logSkill("shushen", result.targets); result.targets[0].chooseDrawRecover(2, true); if (event.count) event.goto(1); } }, ai: { threaten: 0.8, expose: 0.1, }, }, shenzhi: { audio: 2, trigger: { player: "phaseZhunbeiBegin" }, check: function (event, player) { if (player.hp > 2) return false; var cards = player.getCards("h"); if (cards.length < player.hp) return false; if (cards.length > 3) return false; for (var i = 0; i < cards.length; i++) { if (get.value(cards[i]) > 7 || get.tag(cards[i], "recover") >= 1) return false; } return true; }, filter: function (event, player) { return player.countCards("h") > 0; }, preHidden: true, content: function () { "step 0"; var cards = player.getCards("h"); event.bool = cards.length >= player.hp; player.discard(cards); "step 1"; if (event.bool) { player.recover(); } }, }, wuji: { skillAnimation: true, animationColor: "orange", audio: 2, trigger: { player: "phaseJieshuBegin" }, forced: true, unique: true, juexingji: true, filter: function (event, player) { return player.getStat("damage") >= 3 && !player.storage.wuji; }, content: function () { "step 0"; player.removeSkills("huxiao"); player.gainMaxHp(); "step 1"; player.recover(); player.awakenSkill("wuji"); player.storage.wuji = true; var card = get.cardPile("qinglong", "field"); if (card) { player.gain(card, "gain2", "log"); } }, }, xueji_old: { audio: "xueji", enable: "phaseUse", usable: 1, filter: function (event, player) { return player.hp < player.maxHp && player.countCards("he", { color: "red" }) > 0; }, filterTarget: function (card, player, target) { return player != target && get.distance(player, target, "attack") <= 1; }, selectTarget: function () { return [1, _status.event.player.maxHp - _status.event.player.hp]; }, position: "he", filterCard: function (card) { return get.color(card) == "red"; }, check: function (card) { return 8 - get.useful(card); }, content: function () { "step 0"; target.damage(); "step 1"; target.draw(); }, ai: { order: 7, result: { target: function (player, target) { return get.damageEffect(target, player); }, }, threaten: function (player, target) { if (target.hp == 1) return 2; if (target.hp == 2) return 1.5; return 0.5; }, maixie: true, effect: { target: function (card, player, target) { if (get.tag(card, "damage")) { if (target.hp == target.maxHp && target.hasFriend()) return [0, 1]; } if (get.tag(card, "recover") && player.hp >= player.maxHp - 1) return [0, 0]; }, }, }, }, //FW关银屏 oldhuxiao: { shaRelated: true, audio: "huxiao", trigger: { player: "shaMiss" }, forced: true, content: function () { if (player.stat[player.stat.length - 1].card.sha > 0) { player.stat[player.stat.length - 1].card.sha--; } }, }, oldwuji: { unique: true, audio: "wuji", trigger: { player: "phaseJieshuBegin" }, filter: function (event, player) { return player.getStat("damage") >= 3 && !player.storage.oldwuji; }, forced: true, juexingji: true, skillAnimation: true, animationColor: "orange", content: function () { "step 0"; player.removeSkills("oldhuxiao"); player.gainMaxHp(); "step 1"; player.recover(); player.awakenSkill("oldwuji"); }, }, xueji: { audio: 2, enable: "phaseUse", usable: 1, filter: function (event, player) { return player.countCards("he", { color: "red" }) > 0; }, filterTarget: true, selectTarget: function () { var player = _status.event.player; return [1, Math.max(1, player.getDamagedHp())]; }, position: "he", filterCard: { color: "red" }, check: function (card) { return 8 - get.value(card); }, multitarget: true, multiline: true, line: "fire", content: function () { "step 0"; event.delay = false; for (var i = 0; i < targets.length; i++) { if (!targets[i].isLinked()) { targets[i].link(true); event.delay = true; } } "step 1"; if (event.delay) { game.delay(); } "step 2"; targets[0].damage("fire", "nocard"); }, ai: { damage: true, fireAttack: true, threaten: 1.5, order: 7, result: { target: function (player, target) { var eff = get.damageEffect(target, player, target, "fire"); if (target.isLinked()) { return eff / 10; } else { return eff; } }, }, }, }, huxiao: { trigger: { source: "damageSource" }, forced: true, filter: function (event, player) { if (event._notrigger.includes(event.player) || !event.player.isIn()) return false; return event.hasNature("fire"); }, logTarget: "player", content: function () { if (!player.storage.huxiao3) { player.storage.huxiao3 = []; } player.storage.huxiao3.add(trigger.player); trigger.player.draw(); player.addTempSkill("huxiao3"); }, }, huxiao3: { onremove: true, mark: true, intro: { content: "players", }, mod: { cardUsableTarget: function (card, player, target) { if (player.storage.huxiao3 && player.storage.huxiao3.includes(target)) return true; }, }, }, aocai: { audio: 2, audioname: ["gz_zhugeke"], enable: ["chooseToUse", "chooseToRespond"], hiddenCard: function (player, name) { if (player != _status.currentPhase && get.type(name) == "basic" && lib.inpile.includes(name)) return true; }, filter: function (event, player) { if (event.responded || player == _status.currentPhase || event.aocai) return false; for (var i of lib.inpile) { if (get.type(i) == "basic" && event.filterCard(get.autoViewAs({ name: i }, "unsure"), player, event)) return true; } return false; }, delay: false, content: function () { "step 0"; var evt = event.getParent(2); evt.set("aocai", true); var cards = get.cards(get.mode() != "guozhan" && player.countCards("h") == 0 ? 4 : 2); for (var i = cards.length - 1; i >= 0; i--) { ui.cardPile.insertBefore(cards[i].fix(), ui.cardPile.firstChild); } var aozhan = player.hasSkill("aozhan"); player .chooseButton(["傲才:选择要" + (evt.name == "chooseToUse" ? "使用" : "打出") + "的牌", cards]) .set("filterButton", function (button) { return _status.event.cards.includes(button.link); }) .set( "cards", cards.filter(function (card) { if (aozhan && card.name == "tao") { return ( evt.filterCard( { name: "sha", isCard: true, cards: [card], }, evt.player, evt ) || evt.filterCard( { name: "shan", isCard: true, cards: [card], }, evt.player, evt ) ); } return evt.filterCard(card, evt.player, evt); }) ) .set("ai", function (button) { var evt = _status.event.getParent(3); if (evt && evt.ai) { var tmp = _status.event; _status.event = evt; var result = (evt.ai || event.ai1)(button.link, _status.event.player, evt); _status.event = tmp; return result; } return 1; }); "step 1"; var evt = event.getParent(2); if (result.bool && result.links && result.links.length) { var card = result.links[0]; var name = card.name, aozhan = player.hasSkill("aozhan") && name == "tao"; if (aozhan) { name = evt.filterCard( { name: "sha", isCard: true, cards: [card], }, evt.player, evt ) ? "sha" : "shan"; } if (evt.name == "chooseToUse") { game.broadcastAll( function (result, name) { lib.skill.aocai_backup.viewAs = { name: name, cards: [result], isCard: true, }; }, card, name ); evt.set("_backupevent", "aocai_backup"); evt.set("openskilldialog", "请选择" + get.translation(card) + "的目标"); evt.backup("aocai_backup"); } else { delete evt.result.skill; delete evt.result.used; evt.result.card = get.autoViewAs(result.links[0]); if (aozhan) evt.result.card.name = name; evt.result.cards = [result.links[0]]; evt.redo(); return; } } evt.goto(0); }, ai: { effect: { target: function (card, player, target, effect) { if (get.tag(card, "respondShan")) return 0.7; if (get.tag(card, "respondSha")) return 0.7; }, }, order: 11, respondShan: true, respondSha: true, result: { player: function (player) { if (_status.event.dying) return get.attitude(player, _status.event.dying); return 1; }, }, }, }, aocai_backup: { sourceSkill: "aocai", precontent: function () { delete event.result.skill; var name = event.result.card.name, cards = event.result.card.cards.slice(0); event.result.cards = cards; var rcard = cards[0], card; if (rcard.name == name) card = get.autoViewAs(rcard); else card = get.autoViewAs({ name, isCard: true }); event.result.card = card; }, filterCard: function () { return false; }, selectCard: -1, }, hongyuan: { trigger: { player: "phaseDrawBegin2" }, direct: true, audio: 2, filter: function (event, player) { return !event.numFixed && event.num > 0; }, content: function () { "step 0"; var check; if (player.countCards("h") == 0) { check = false; } else { check = game.countPlayer(function (current) { return player != current && get.attitude(player, current) > 1; }) >= 2; } if (get.is.versus()) { event.versus = true; player.chooseBool(get.prompt2("hongyuan")).ai = function () { return ( game.countPlayer(function (current) { return player.side == current.side; }) > 2 ); }; } else { player .chooseTarget( get.prompt2("hongyuan"), [1, 2], function (card, player, target) { return player != target; }, function (target) { if (!_status.event.check) return 0; return get.attitude(_status.event.player, target); } ) .set("check", check); } "step 1"; if (result.bool) { var targets; if (event.versus) { targets = game.filterPlayer(function (current) { return current != player && current.side == player.side; }); } else { targets = result.targets; } player.logSkill("hongyuan", targets); game.asyncDraw(targets); trigger.num--; } }, }, huanshi: { audio: 2, trigger: { global: "judge" }, filter: function (event, player) { return player.countCards("he") > 0; }, logTarget: "player", check: function (event, player) { if (get.attitude(player, event.player) <= 0) return false; var cards = player.getCards("he"); var judge = event.judge(event.player.judging[0]); for (var i = 0; i < cards.length; i++) { var judge2 = event.judge(cards[i]); if (judge2 > judge) return true; if (_status.currentPhase != player && judge2 == judge && get.color(cards[i]) == "red" && get.useful(cards[i]) < 5) return true; } return false; }, content: function () { "step 0"; var target = trigger.player; var judge = trigger.judge(target.judging[0]); var attitude = get.attitude(target, player); target .choosePlayerCard("请选择代替判定的牌", "he", "visible", true, player) .set("ai", function (button) { var card = button.link; var judge = _status.event.judge; var attitude = _status.event.attitude; var result = trigger.judge(card) - judge; var player = _status.event.player; if (result > 0) { return 20 + result; } if (result == 0) { if (_status.currentPhase == player) return 0; if (attitude >= 0) { return get.color(card) == "red" ? 7 : 0 - get.value(card); } else { return get.color(card) == "black" ? 10 : 0 + get.value(card); } } if (attitude >= 0) { return get.color(card) == "red" ? 0 : -10 + result; } else { return get.color(card) == "black" ? 0 : -10 + result; } }) .set("filterButton", function (button) { var player = _status.event.target; var card = button.link; var mod2 = game.checkMod(card, player, "unchanged", "cardEnabled2", player); if (mod2 != "unchanged") return mod2; var mod = game.checkMod(card, player, "unchanged", "cardRespondable", player); if (mod != "unchanged") return mod; return true; }) .set("judge", judge) .set("attitude", attitude); "step 1"; if (result.bool) { event.card = result.links[0]; player.respond(event.card, "highlight", "noOrdering").nopopup = true; } else { event.finish(); } "step 2"; if (result.bool) { if (trigger.player.judging[0].clone) { trigger.player.judging[0].clone.classList.remove("thrownhighlight"); game.broadcast(function (card) { if (card.clone) { card.clone.classList.remove("thrownhighlight"); } }, trigger.player.judging[0]); game.addVideo("deletenode", player, get.cardsInfo([trigger.player.judging[0].clone])); } game.cardsDiscard(trigger.player.judging[0]); trigger.player.judging[0] = event.card; trigger.orderingCards.add(event.card); game.log(trigger.player, "的判定牌改为", event.card); game.delay(2); } }, ai: { rejudge: true, tag: { rejudge: 1, }, }, }, mingzhe: { audio: 2, trigger: { player: ["useCard", "respond", "loseAfter"], global: "loseAsyncAfter", }, frequent: true, filter: function (event, player) { if (player == _status.currentPhase) return false; if (event.name.indexOf("lose") != 0) return get.color(event.card) == "red"; if (event.type != "discard") return false; var evt = event.getl(player); if (evt && evt.cards2) { for (var i = 0; i < evt.cards2.length; i++) { if (get.color(evt.cards2[i], player) == "red") return true; } } return false; }, content: function () { "step 0"; event.count = 1; if (trigger.name.indexOf("lose") == 0) { event.count = 0; var evt = trigger.getl(player); for (var i = 0; i < evt.cards2.length; i++) { if (get.color(evt.cards2[i], player) == "red") event.count++; } } "step 1"; player.draw(); event.count--; "step 2"; if (event.count && player.hasSkill(event.name) && !get.is.blocked(event.name, player)) { player.chooseBool(get.prompt2("mingzhe")).set("frequentSkill", event.name); } else event.finish(); "step 3"; if (result.bool) { player.logSkill("mingzhe"); event.goto(1); } }, ai: { threaten: 0.7, }, }, duwu: { audio: 2, enable: "phaseUse", filter: function (event, player) { return ( player.hasSkill("duwu2") == false && game.hasPlayer(function (current) { return current.hp > 0 && current.hp <= player.countCards("he") && player.inRange(current); }) ); }, filterCard: function () { if (ui.selected.targets.length) return false; return true; }, position: "he", selectCard: [1, Infinity], complexSelect: true, complexCard: true, filterTarget: function (card, player, target) { return target != player && target.hp > 0 && player.inRange(target) && ui.selected.cards.length == target.hp; }, check: function (card) { var player = _status.event.player; if ( game.hasPlayer(function (current) { return current != player && current.hp > 0 && player.inRange(current) && ui.selected.cards.length == current.hp && get.damageEffect(current, player, player) > 0; }) ) return 0; switch (ui.selected.cards.length) { case 0: return 8 - get.value(card); case 1: return 6 - get.value(card); case 2: return 3 - get.value(card); default: return 0; } }, content: function () { player.addTempSkill("duwu3"); target.damage("nocard"); }, ai: { damage: true, order: 2, result: { target: function (player, target) { return get.damageEffect(target, player); }, }, threaten: 1.5, expose: 0.3, }, }, duwu2: { charlotte: true }, duwu3: { trigger: { global: "dyingAfter" }, forced: true, popup: false, charlotte: true, filter: function (event, player) { return event.player.isIn() && event.reason && event.reason.getParent().name == "duwu"; }, content: function () { player.loseHp(); player.addTempSkill("duwu2"); }, }, yicong: { trigger: { player: ["changeHp"], }, audio: 2, audioname: ["re_gongsunzan"], forced: true, filter: function (event, player) { return get.sgn(player.hp - 2.5) != get.sgn(player.hp - 2.5 - event.num); }, content: function () {}, mod: { globalFrom: function (from, to, current) { if (from.hp > 2) return current - 1; }, globalTo: function (from, to, current) { if (to.hp <= 2) return current + 1; }, }, ai: { threaten: 0.8, }, }, yongsi: { audio: 2, group: ["yongsi1", "yongsi2"], locked: true, ai: { threaten: 3.2, }, }, yongsi1: { audio: true, trigger: { player: "phaseDrawBegin2" }, forced: true, filter: function (event, player) { return !event.numFixed; }, content: function () { trigger.num += game.countGroup(); }, }, yongsi2: { audio: true, trigger: { player: "phaseDiscardBegin" }, forced: true, content: function () { player.chooseToDiscard(game.countGroup(), "he", true); }, }, bifa: { trigger: { player: "phaseJieshuBegin" }, direct: true, audio: 2, filter: function (event, player) { return player.countCards("h") > 0; }, content: function () { "step 0"; player.chooseCardTarget({ filterCard: true, filterTarget: function (card, player, target) { return player != target && !target.getExpansions("bifa2").length; }, ai1: function (card) { return 7 - get.value(card); }, ai2: function (target) { var num = target.hasSkillTag("maixie") ? 2 : 0; return -get.attitude(_status.event.player, target) - num; }, prompt: get.prompt2("bifa"), }); "step 1"; if (result.bool) { event.forceDie = true; var target = result.targets[0]; event.target = target; player.logSkill("bifa", result.targets[0]); event.card = result.cards[0]; target.storage.bifa2 = [result.cards[0], player]; if (!_status.connectMode && player.isUnderControl(true)) player.$giveAuto(result.cards[0], target, false); else player.$give(1, target, false); target.addToExpansion(result.cards[0]).gaintag.add("bifa2"); } else event.finish(); "step 2"; if (target.getExpansions("bifa2").includes(card)) { target.addSkill("bifa2"); } else delete target.storage.bifa2; }, ai: { threaten: 1.7, expose: 0.3, }, }, bifa2: { trigger: { player: "phaseZhunbeiBegin" }, forced: true, charlotte: true, audio: false, filter: function (event, player) { return player.storage.bifa2 && player.getExpansions("bifa2").includes(player.storage.bifa2[0]); }, content: function () { "step 0"; if (player.storage.bifa2[1].isIn() && player.countCards("h")) { player .chooseCard(get.translation(player.storage.bifa2[1]) + "的笔伐牌为:", function (card) { return get.type(card, "trick") == _status.event.type; }) .set("ai", function (card) { return 8 - get.value(card); }) .set("type", get.type(player.storage.bifa2[0], "trick")) .set("promptx", [[player.storage.bifa2[0]], "请交给其一张与此牌类别相同的手牌,否则失去1点体力"]); } else { event.directfalse = true; } "step 1"; if (result.bool && !event.directfalse) { player.give(result.cards, player.storage.bifa2[1]); player.gain(player.storage.bifa2[0], "draw"); } else { player.loseHp(); } "step 2"; player.removeSkill("bifa2"); }, marktext: "檄", intro: { markcount: () => 1, name: "笔伐", content: "已成为〖笔伐〗的目标", }, onremove: function (player, skill) { var cards = player.getExpansions(skill); if (cards.length) player.loseToDiscardpile(cards); delete player.storage[skill]; }, }, songci: { audio: 2, enable: "phaseUse", filter: function (event, player) { if (!player.storage.songci) return true; return game.hasPlayer(function (current) { return !player.storage.songci.includes(current); }); }, init: function (player) { if (!player.storage.songci) player.storage.songci = []; }, filterTarget: function (card, player, target) { return !player.storage.songci || !player.storage.songci.includes(target); }, content: function () { if (target.countCards("h") > target.hp) { target.chooseToDiscard(2, "he", true); } else { target.draw(2); } if (!player.storage.songci) player.storage.songci = []; player.storage.songci.push(target); player.storage.songci.sortBySeat(); player.markSkill("songci"); }, intro: { content: "已对$发动过〖颂词〗", }, ai: { order: 7, threaten: 1.6, expose: 0.2, result: { target: function (player, target) { if (target.countCards("h") <= target.hp) { return 1; } else if (target.countCards("h") > target.hp) { return -1; } }, }, }, group: "songci_draw", }, songci_draw: { audio: "songci", trigger: { player: "phaseDiscardEnd" }, forced: true, filter: function (event, player) { if (!player.storage.songci) return false; return !game.hasPlayer(function (current) { return !player.storage.songci.includes(current); }); }, content: function () { player.draw(); }, }, baobian: { audio: 2, trigger: { player: ["phaseBefore", "changeHp"] }, forced: true, popup: false, init: function (player) { if (game.online) return; player.removeAdditionalSkill("baobian"); var list = []; if (player.hp <= 3) { //if(trigger.num!=undefined&&trigger.num<0&&player.hp-trigger.num>1) player.logSkill('baobian'); list.push("oltiaoxin"); } if (player.hp <= 2) { list.push("olpaoxiao"); } if (player.hp <= 1) { list.push("xinshensu"); } if (list.length) { player.addAdditionalSkill("baobian", list); } }, derivation: ["oltiaoxin", "olpaoxiao", "xinshensu"], content: function () { player.removeAdditionalSkill("baobian"); var list = []; if (player.hp <= 3) { if (trigger.num != undefined && trigger.num < 0 && player.hp - trigger.num > 1) player.logSkill("baobian"); list.push("oltiaoxin"); } if (player.hp <= 2) { list.push("olpaoxiao"); } if (player.hp <= 1) { list.push("xinshensu"); } if (list.length) { player.addAdditionalSkill("baobian", list); } }, ai: { maixie: true, effect: { target: function (card, player, target) { if (get.tag(card, "damage")) { if (!target.hasFriend()) return; if (target.hp >= 4) return [0, 1]; } if (get.tag(card, "recover") && player.hp >= player.maxHp - 1) return [0, 0]; }, }, }, }, chongzhen: { audio: 2, trigger: { player: ["useCard", "respond"] }, filter: function (event, player) { if (event.card.name != "sha" && event.card.name != "shan") return false; if (!event.skill || event.skill.indexOf("fanghun") + event.skill.indexOf("longdan") == -2) return false; var target = lib.skill.chongzhen.logTarget(event, player); return target && target.countGainableCards(player, "h") > 0; }, logTarget: function (event, player) { if (event.name == "respond") return event.source; if (event.card.name == "sha") return event.targets[0]; return event.respondTo[0]; }, prompt2: function (event, player) { var target = lib.skill.chongzhen.logTarget(event, player); return "获得" + get.translation(target) + "的一张手牌"; }, content: function () { var target = lib.skill.chongzhen.logTarget(trigger, player); player.gainPlayerCard(target, "h", true); }, ai: { combo: "ollongdan", mingzhi: false, effect: { target: function (card, player, target, current) { if (get.tag(card, "respondShan") || get.tag(card, "respondSha")) { if (get.attitude(target, player) <= 0) { if (current > 0) return; if (target.countCards("h") == 0) return 1.6; if (target.countCards("h") == 1) return 1.2; if (target.countCards("h") == 2) return [0.8, 0.2, 0, -0.2]; return [0.4, 0.7, 0, -0.7]; } } }, }, }, }, lihun: { audio: 2, enable: "phaseUse", usable: 1, filterTarget: function (card, player, target) { return player != target && target.hasSex("male"); }, filterCard: true, position: "he", content: function () { player.gainPlayerCard(target, true, "h", target.countCards("h")); player.turnOver(); player.addSkill("lihun2"); player.storage.lihun = target; }, check: function (card) { return 8 - get.value(card); }, ai: { order: 10, result: { player: function (player) { if (player.classList.contains("turnedover")) return 10; return 0; }, target: function (player, target) { if (target.countCards("h") > target.hp) return target.hp - target.countCards("h"); return 0; }, }, threaten: 1.5, effect: { target: function (card) { if (card.name == "guiyoujie") return [0, 2]; }, }, }, }, lihun2: { trigger: { player: "phaseUseEnd" }, forced: true, popup: false, audio: false, content: function () { "step 0"; var cards = player.getCards("he"); player.removeSkill("lihun2"); if (player.storage.lihun.classList.contains("dead") || player.storage.lihun.hp <= 0 || cards.length == 0) { event.finish(); } else { if (cards.length < player.storage.lihun.hp) event._result = { bool: true, cards: cards }; else player.chooseCard("he", true, player.storage.lihun.hp, "离魂:选择要交给" + get.translation(player.storage.lihun) + "的牌"); } "step 1"; player.give(result.cards, player.storage.lihun); }, }, yuanhu: { audio: 3, trigger: { player: "phaseJieshuBegin" }, direct: true, filter: function (event, player) { return player.countCards("he", { type: "equip" }) > 0; }, content: function () { "step 0"; player.chooseCardTarget({ filterCard: function (card) { return get.type(card) == "equip"; }, position: "he", filterTarget: function (card, player, target) { return target.canEquip(card); }, ai1: function (card) { return 6 - get.value(card); }, ai2: function (target) { return get.attitude(_status.event.player, target) - 3; }, prompt: get.prompt2("yuanhu"), }); "step 1"; if (result.bool) { player.logSkill("yuanhu", result.targets); var thisTarget = result.targets[0]; var thisCard = result.cards[0]; thisTarget.equip(thisCard); event.target = thisTarget; if (thisTarget != player) { player.$give(thisCard, thisTarget, false); } switch (get.subtype(thisCard)) { case "equip1": { if ( !game.hasPlayer(function (current) { return get.distance(thisTarget, current) <= 1; }) ) { event.finish(); return; } game.delay(); player .chooseTarget(true, function (card, player, target) { return get.distance(_status.event.thisTarget, target) <= 1 && target.countCards("hej"); }) .set("ai", function (target) { var attitude = get.attitude(_status.event.player, target); if (attitude > 0 && target.countCards("j")) { return attitude * 1.5; } return -attitude; }) .set("thisTarget", thisTarget); return; } case "equip2": { thisTarget.draw(); event.finish(); return; } case "equip5": { event.finish(); return; } default: { thisTarget.recover(); event.finish(); return; } } } else { event.finish(); } "step 2"; if (result.targets.length) { player.discardPlayerCard(true, result.targets[0], "hej"); } }, }, tianming: { audio: 2, trigger: { target: "useCardToTargeted" }, check: function (event, player) { var cards = player.getCards("h"); if (cards.length <= 2) { for (var i = 0; i < cards.length; i++) { if (cards[i].name == "shan" || cards[i].name == "tao") return false; } } return true; }, filter: function (event, player) { return event.card.name == "sha"; }, content: function () { "step 0"; player.chooseToDiscard(2, true, "he"); player.draw(2); var players = game.filterPlayer(); players.sort(function (a, b) { return b.hp - a.hp; }); if (players[0].hp > players[1].hp && players[0] != player) { players[0].chooseBool(get.prompt2("tianming")); event.player = players[0]; } else { event.finish(); } "step 1"; if (result.bool) { player.chooseToDiscard(2, true, "he"); player.draw(2); } }, ai: { effect: { target_use(card, player, target, current) { if (card.name == "sha") return [1, 0.5]; }, }, }, }, mizhao: { enable: "phaseUse", usable: 1, audio: 2, filter: function (event, player) { return player.countCards("h") > 0; }, filterCard: true, selectCard: -1, filterTarget: function (card, player, target) { return player != target; }, discard: false, lose: false, delay: false, ai: { order: 1, result: { player: 0, target: function (player, target) { if (target.hasSkillTag("nogain")) return 0; if (player.countCards("h") > 1) { return 1; } var players = game.filterPlayer(); for (var i = 0; i < players.length; i++) { if (players[i].countCards("h") && players[i] != target && players[i] != player && get.attitude(player, players[i]) < 0) { break; } } if (i == players.length) { return 1; } return -2 / (target.countCards("h") + 1); }, }, }, content: function () { "step 0"; event.target1 = targets[0]; player.give(cards, targets[0], "giveAuto"); "step 1"; if (!targets[0].countCards("h")) { event.finish(); return; } var players = game.filterPlayer(); for (var i = 0; i < players.length; i++) { if (players[i] != event.target1 && players[i] != player && event.target1.canCompare(players[i])) { break; } } if (i == players.length) { event.finish(); } "step 2"; player .chooseTarget(true, "选择拼点目标", function (card, player, target) { return _status.event.target1.canCompare(target) && target != player; }) .set("ai", function (target) { var player = _status.event.player; var eff = get.effect(target, { name: "sha" }, _status.event.target1, player); var att = get.attitude(player, target); if (att > 0) { return eff - 10; } return eff; }) .set("target1", event.target1) .set("forceDie", true); "step 3"; if (result.targets.length) { event.target2 = result.targets[0]; event.target1.line(event.target2); event.target1.chooseToCompare(event.target2); } else { event.finish(); } "step 4"; if (!result.tie) { if (result.bool) { if (event.target1.canUse({ name: "sha", isCard: true }, event.target2, false)) event.target1.useCard({ name: "sha", isCard: true }, event.target2); } else if (event.target2.canUse({ name: "sha", isCard: true }, event.target1, false)) { event.target2.useCard({ name: "sha", isCard: true }, event.target1); } } }, }, gongao: { audio: 2, trigger: { global: "dieAfter" }, forced: true, content: function () { player.gainMaxHp(); player.recover(); }, ai: { threaten: 1.5, }, }, juyi: { skillAnimation: true, animationColor: "thunder", audio: 1, derivation: ["benghuai", "weizhong"], trigger: { player: "phaseZhunbeiBegin" }, filter: function (event, player) { return player.maxHp > game.countPlayer() && !player.storage.juyi; }, forced: true, unique: true, juexingji: true, content: function () { player.awakenSkill("juyi"); player.draw(player.maxHp); player.addSkills(["benghuai", "weizhong"]); }, }, benghuai_zhugedan: { audio: 1 }, weizhong: { audio: 1, trigger: { player: ["gainMaxHpEnd", "loseMaxHpEnd"] }, forced: true, content: function () { player.draw(player.isMinHandcard() ? 2 : 1); }, }, kuangfu: { trigger: { source: "damageSource" }, audio: 2, filter: function (event) { if (event._notrigger.includes(event.player)) return false; return event.card && event.card.name == "sha" && event.player.countCards("e"); }, logTarget: "player", preHidden: true, check: function (event, player) { return get.attitude(player, event.player) <= 0; }, content: function () { "step 0"; var neg = get.attitude(player, trigger.player) <= 0; player .choosePlayerCard("e", trigger.player) .set("ai", function (button) { if (_status.event.neg) { return get.buttonValue(button); } return 0; }) .set("neg", neg); "step 1"; if (result.bool) { event.card = result.links[0]; if (player.canEquip(event.card)) { player.chooseBool("是否将" + get.translation(event.card) + "置入自己的装备区?").ai = function () { return true; }; } else event._result = { bool: false }; } else event.finish(); "step 2"; if (result.bool) { trigger.player.$give(event.card, player, false); player.equip(event.card); } else trigger.player.discard(event.card); }, }, xinfu_lingren: { audio: 2, trigger: { player: "useCardToPlayered", }, filter: function (event, player) { if (event.getParent().triggeredTargets3.length > 1) return false; if (!["basic", "trick"].includes(get.type(event.card))) return false; if (get.tag(event.card, "damage")) return true; return false; }, usable: 1, direct: true, derivation: ["lingren_jianxiong", "lingren_xingshang"], content: function () { "step 0"; player .chooseTarget(get.prompt("xinfu_lingren"), "选择一名目标角色并猜测其手牌构成", function (card, player, target) { return _status.event.targets.includes(target); }) .set("ai", function (target) { return 2 - get.attitude(_status.event.player, target); }) .set("targets", trigger.targets); "step 1"; if (result.bool) { player.logSkill("xinfu_lingren", result.targets); var target = result.targets[0]; event.target = target; event.choice = { basic: false, trick: false, equip: false, }; player.chooseButton(["凌人:猜测其有哪些类别的手牌", [["basic", "trick", "equip"], "vcard"]], [0, 3], true).set("ai", function (button) { switch (button.link[2]) { case "basic": var rand = 0.95; if (!target.countCards("h", { type: ["basic"] })) rand = 0.05; if (!target.countCards("h")) rand = 0; return Math.random() < rand ? true : false; case "trick": var rand = 0.9; if (!target.countCards("h", { type: ["trick", "delay"] })) rand = 0.1; if (!target.countCards("h")) rand = 0; return Math.random() < rand ? true : false; case "equip": var rand = 0.75; if (!target.countCards("h", { type: ["equip"] })) rand = 0.25; if (!target.countCards("h")) rand = 0; return Math.random() < rand ? true : false; } }); } else { player.storage.counttrigger.xinfu_lingren--; event.finish(); } "step 2"; if (result.bool) { var choices = result.links.map(i => i[2]); if (!event.isMine() && !event.isOnline()) game.delayx(); var list = []; event.num = 0; ["basic", "trick", "equip"].forEach(type => { if (choices.includes(type) == target.hasCard({ type: type }, "h")) event.num++; }); } "step 3"; player.popup("猜对" + get.cnNumber(event.num) + "项"); game.log(player, "猜对了" + get.cnNumber(event.num) + "项"); if (event.num > 0) { target.addTempSkill("lingren_adddamage"); target.storage.lingren = { card: trigger.card, //player:event.targett, }; } if (event.num > 1) player.draw(2); if (event.num > 2) { player.addTempSkills(["lingren_jianxiong", "lingren_xingshang"], { player: "phaseBegin", }); } }, ai: { threaten: 2.4, }, }, lingren_adddamage: { onremove: function (player) { delete player.storage.lingren; }, trigger: { player: "damageBegin3", }, filter: function (event, player) { var info = player.storage.lingren; return event.card && event.card == info.card; }, silent: true, popup: false, forced: true, charlotte: true, content: function () { trigger.num++; }, }, lingren_jianxiong: { audio: 1, trigger: { player: "damageEnd", }, content: function () { "step 0"; if (get.itemtype(trigger.cards) == "cards" && get.position(trigger.cards[0], true) == "o") { player.gain(trigger.cards, "gain2"); } player.draw("nodelay"); }, ai: { maixie: true, maixie_hp: true, effect: { target: function (card, player, target) { if (player.hasSkillTag("jueqing", false, target)) return [1, -1]; if (get.tag(card, "damage") && player != target) return [1, 0.6]; }, }, }, }, lingren_xingshang: { audio: 1, inherit: "rexingshang", }, xinfu_fujian: { audio: 2, trigger: { player: "phaseJieshuBegin", }, filter: function (event, player) { return !game.hasPlayer(function (current) { return current.countCards("h") == 0; }); }, forced: true, content: function () { event.num = 0; var list = game.filterPlayer(function (target) { if (target.isMinHandcard()) event.num = target.countCards("h"); return player != target; }); if (event.num < 1) { event.finish(); } else { var target = list.randomGet(); var cards = target.getCards("h").randomGets(event.num); player.line(target); var content = [get.translation(target) + "的部分手牌", cards]; game.log(player, "观看了", target, "的部分手牌"); player.chooseControl("ok").set("dialog", content); } }, }, fujian: { audio: "xinfu_fujian", trigger: { player: ["phaseZhunbeiBegin", "phaseJieshuBegin"] }, filter(event, player) { return game.hasPlayer(target => target != player && target.countCards("h") && !target.isMaxHandcard()); }, forced: true, async content(event, trigger, player) { const target = game .filterPlayer(target => { return target != player && target.countCards("h") && !target.isMaxHandcard(); }) .randomGet(); player.line(target); game.log(player, "观看了", target, "的手牌"); player.viewHandcards(target); }, }, xinfu_xionghuo: { audio: 2, enable: "phaseUse", filter: function (event, player) { return player.countMark("xinfu_xionghuo") > 0; }, filterTarget: function (card, player, target) { return player != target && !target.hasMark("xinfu_xionghuo"); }, content: function () { player.removeMark("xinfu_xionghuo", 1); target.addMark("xinfu_xionghuo", 1); }, ai: { order: 11, result: { target: function (player, target) { if ( (player.countMark("xinfu_xionghuo") >= 2 || !game.hasPlayer(function (current) { return current != player && get.attitude(player, current) < 0 && current.hasMark("xinfu_xionghuo"); })) && player.countCards("h", function (card) { return ( get.tag(card, "damage") && player.canUse(card, target, null, true) && player.getUseValue(card) > 0 && get.effect_use(target, card, player) > 0 && target.hasSkillTag("filterDamage", null, { player: player, card: card, }) ); }) ) return 3 / Math.max(1, target.hp); if ( (!player.hasUnknown() && game.countPlayer(function (current) { return get.attitude(player, current) < 0; }) <= 1) || player.countMark("xinfu_xionghuo") >= 2 ) { return -1; } return 0; }, }, effect: { player: function (card, player, target) { if ( player != target && get.tag(card, "damage") && target && target.hasMark("xinfu_xionghuo") && !target.hasSkillTag("filterDamage", null, { player: player, card: card, }) ) return [1, 0, 1, -2]; }, }, threaten: 1.6, }, marktext: "戾", intro: { name: "暴戾", content: "mark", }, group: ["xinfu_xionghuo_init", "xinfu_xionghuo_damage", "xinfu_xionghuo_effect"], subSkill: { init: { audio: "xinfu_xionghuo", trigger: { global: "phaseBefore", player: "enterGame", }, filter: function (event, player) { if (player.countMark("xinfu_xionghuo") >= 3) return false; return event.name != "phase" || game.phaseNumber == 0; }, forced: true, locked: false, content: function () { player.addMark("xinfu_xionghuo", 3 - player.countMark("xinfu_xionghuo")); }, }, damage: { audio: "xinfu_xionghuo", trigger: { source: "damageBegin1" }, filter: function (event, player) { return event.player.countMark("xinfu_xionghuo") > 0 && event.player != player; }, forced: true, locked: false, logTarget: "player", content: function () { trigger.num++; }, }, effect: { audio: "xinfu_xionghuo", trigger: { global: "phaseUseBegin" }, filter: function (event, player) { return event.player.countMark("xinfu_xionghuo") > 0 && event.player != player; }, line: false, forced: true, locked: false, logTarget: "player", content: function () { "step 0"; trigger.player.removeMark("xinfu_xionghuo", trigger.player.countMark("xinfu_xionghuo")); "step 1"; var num = get.rand(0, 2); switch (num) { case 0: { player.line(trigger.player, "fire"); trigger.player.damage("fire"); trigger.player.addTempSkill("xinfu_xionghuo_disable"); trigger.player.markAuto("xinfu_xionghuo_disable", [player]); break; } case 1: { player.line(trigger.player, "water"); trigger.player.loseHp(); trigger.player.addMark("xinfu_xionghuo_low", 1, false); trigger.player.addTempSkill("xinfu_xionghuo_low"); break; } case 2: { player.line(trigger.player, "green"); /* var card1=trigger.player.getCards('h').randomGet(); var card2=trigger.player.getCards('e').randomGet(); var list=[]; if(card1) list.push(card1); if(card2) list.push(card2); if(list.length) player.gain(list,trigger.player,'giveAuto','bySelf'); */ const cards = trigger.player.getGainableCards(player, "he"); if (cards.length) player.gain(cards.randomGets(2), trigger.player, "giveAuto", "bySelf"); break; } } "step 2"; game.delay(); }, }, disable: { mod: { playerEnabled: function (card, player, target) { if (card.name == "sha" && player.getStorage("xinfu_xionghuo_disable").includes(target)) return false; }, }, charlotte: true, onremove: true, mark: true, marktext: "禁", intro: { content: "不能对$使用【杀】" }, }, low: { mod: { maxHandcard: function (player, num) { return num - player.countMark("xinfu_xionghuo_low"); }, }, charlotte: true, onremove: true, mark: true, marktext: "减", intro: { content: "手牌上限-#" }, }, }, }, xinfu_shajue: { audio: 2, trigger: { global: "dying" }, filter: function (event, player) { if (event.player == player) return false; const bool1 = !player.hasSkill("xinfu_xionghuo") || player.countMark("xinfu_xionghuo") < 3; const bool2 = event.player.hp < 0 && get.itemtype(event.parent.cards) == "cards" && event.parent.cards.some(card => get.position(card, true) == "o"); return bool1 || bool2; }, forced: true, content: function () { if (!player.hasSkill("xinfu_xionghuo") || player.countMark("xinfu_xionghuo") < 3) player.addMark("xinfu_xionghuo", 1); if (trigger.player.hp < 0 && get.itemtype(trigger.parent.cards) == "cards" && trigger.parent.cards.some(card => get.position(card, true) == "o")) { player.gain( trigger.parent.cards.filter(card => get.position(card, true) == "o"), "gain2" ); } }, }, xinfu_jianjie: { audio: 3 }, jianjie: { group: ["jianjie_use", "jianjie_die"], derivation: ["jianjie_huoji", "jianjie_lianhuan", "jianjie_yeyan"], audio: "xinfu_jianjie", trigger: { player: "phaseZhunbeiBegin", }, forced: true, locked: false, filter: function (event, player) { return player.phaseNumber <= 1 && game.hasPlayer(current => current != player); }, content: function () { "step 0"; player.chooseTarget("荐杰:选择一名其他角色获得“龙印”", lib.filter.notMe, true).set("ai", target => { return get.attitude(get.player(), target); }); "step 1"; if (result.bool) { var target = result.targets[0]; player.line(target, "fire"); lib.skill.jianjie.addMark("huoji", player, target); event.target = target; game.delayx(); } else event.finish(); "step 2"; if ( game.hasPlayer(current => { return current != player && current != target; }) ) { player .chooseTarget( "荐杰:选择一名其他角色获得“凤印”", function (card, player, target) { return target != player && target != _status.event.getParent().target; }, true ) .set("ai", target => { return get.attitude(get.player(), target); }); } else event.finish(); "step 3"; if (result.bool) { var target = result.targets[0]; player.line(target, "thunder"); lib.skill.jianjie.addMark("lianhuan", player, target); game.delayx(); } }, ai: { threaten: 3, }, hasMark: (mark, player, target) => { if (!target) return player.getStorage("jianjie_" + mark).length > 0; return target.getStorage("jianjie_" + mark).includes(player); }, addMark: (mark, player, target) => { mark = "jianjie_" + mark; target.addAdditionalSkill(`${mark}_${player.playerid}`, mark); target.markAuto(mark, [player]); game.log(player, "令", target, "获得了", `#g“${mark == "jianjie_huoji" ? "龙印" : "凤印"}”`); }, removeMark: (mark, player, target, log) => { if (lib.skill.jianjie.hasMark(mark, player, target, log)) { mark = "jianjie_" + mark; target.removeAdditionalSkill(`${mark}_${player.playerid}`); target.unmarkAuto(mark, [player]); if (log) game.log(target, "移去了", player, "给予的", `#g“${mark == "jianjie_huoji" ? "龙印" : "凤印"}”`); else game.log(player, "移去了", target, "的", `#g“${mark == "jianjie_huoji" ? "龙印" : "凤印"}”`); } }, subSkill: { use: { audio: "xinfu_jianjie", enable: "phaseUse", usable: 1, filter: function (event, player) { if (player.phaseNumber <= 1) return false; const skill = lib.skill.jianjie; return game.hasPlayer(function (current) { return skill.hasMark("huoji", player, current) || skill.hasMark("lianhuan", player, current); }); }, filterTarget: function (card, player, target) { if (ui.selected.targets.length == 0) { const skill = lib.skill.jianjie; return skill.hasMark("huoji", player, target) || skill.hasMark("lianhuan", player, target); } return true; }, selectTarget: 2, complexSelect: true, complexTarget: true, multitarget: true, prompt: "移动场上的“龙印”或“凤印”", targetprompt: ["失去印", "获得印"], content: function () { "step 0"; var skill = lib.skill.jianjie; var bool1 = skill.hasMark("huoji", player, targets[0]), bool2 = skill.hasMark("lianhuan", player, targets[0]); if (bool1 && bool2) { player.chooseControl("龙印", "凤印").set("prompt", "选择要移动的“印”"); } else { event._result = { control: bool1 ? "龙印" : "凤印" }; } "step 1"; var skill = lib.skill.jianjie, mark = result.control == "龙印" ? "huoji" : "lianhuan"; skill.removeMark(mark, player, targets[0]); skill.addMark(mark, player, targets[1]); game.delayx(); }, ai: { order: 8, result: { target: function (player, target) { if (ui.selected.targets.length == 0) { return get.attitude(player, target) < 0 ? -999 : -3; } else { return target.countCards("h") + 1; } }, }, expose: 0.4, }, }, die: { audio: "xinfu_jianjie", trigger: { global: "die" }, filter: function (event, player) { const skill = lib.skill.jianjie; return skill.hasMark("huoji", player, event.player) || skill.hasMark("lianhuan", player, event.player); }, forced: true, logTarget: "player", content: function () { "step 0"; if (lib.skill.jianjie.hasMark("huoji", player, trigger.player)) { player.chooseTarget("荐杰:选择一名角色获得“龙印”", true).set("ai", target => { return get.attitude(get.player(), target); }); } else event.goto(2); "step 1"; if (result.bool) { var target = result.targets[0]; player.line(target, "fire"); lib.skill.jianjie.addMark("huoji", player, target); event.target = target; game.delayx(); } else event.finish(); "step 2"; if (lib.skill.jianjie.hasMark("lianhuan", player, trigger.player)) { player.chooseTarget("荐杰:选择一名角色获得“凤印”", true).set("ai", target => { return get.attitude(get.player(), target); }); } else event.finish(); "step 3"; if (result.bool) { var target = result.targets[0]; player.line(target, "thunder"); lib.skill.jianjie.addMark("lianhuan", player, target); game.delayx(); } }, }, huoji: { marktext: "龙", intro: { name: "龙印", content: "
  • 出牌阶段限三次。你可以将一张红色牌当作【火攻】使用,且你以此法使用【火攻】的作用效果改为“目标角色随机展示一张手牌A,然后你可以弃置一张与A颜色相同的牌,对目标造成1点火属性伤害”。
  • 若你同时拥有“凤印”,则你视为拥有技能〖业炎〗。(发动〖业炎〗时,弃置所有“龙印”和“凤印”)", }, inherit: "rehuoji", usable: 3, charlotte: true, viewAsFilter: function (player) { const storage = player.getStorage("jianjie_huoji"); if ( !storage.some(source => { return source.isIn() && source.hasSkill("jianjie"); }) ) return false; return player.hasCard(card => get.color(card) == "red", "she"); }, group: ["jianjie_yeyan", "jianjie_huoji_effect"], }, huoji_effect: { trigger: { player: "huogongBegin" }, forced: true, popup: false, charlotte: true, filter: function (event, player) { return event.skill == "jianjie_huoji"; }, content: function () { trigger.setContent(lib.skill.olhuoji.huogongContent); }, }, lianhuan: { marktext: "凤", intro: { name: "凤印", content: "
  • 出牌阶段限三次。你可以将一张♣牌当作【铁索连环】使用或重铸,且你以此法使用【铁索连环】的目标数上限+1。
  • 若你同时拥有“龙印”,则你视为拥有技能〖业炎〗。(发动〖业炎〗时,弃置所有“龙印”和“凤印”)", }, charlotte: true, usable: 3, filter: function (event, player) { const storage = player.getStorage("jianjie_lianhuan"); if ( !storage.some(source => { return source.isIn() && source.hasSkill("jianjie"); }) ) return false; if (!player.hasCard(card => get.suit(card) == "club", "she")) return false; return event.type == "phase" || event.filterCard({ name: "tiesuo" }, player, event); }, inherit: "ollianhuan", group: ["jianjie_yeyan", "jianjie_lianhuan_effect"], }, lianhuan_effect: { trigger: { player: "useCard2" }, filter: function (event, player) { if (event.skill != "jianjie_lianhuan") return false; var info = get.info(event.card); if (info.allowMultiple == false) return false; if (event.targets && !info.multitarget) { if ( game.hasPlayer(current => { return !event.targets.includes(current) && lib.filter.targetEnabled2(event.card, player, current); }) ) return true; } return false; }, charlotte: true, forced: true, popup: false, content: function () { "step 0"; player .chooseTarget("是否为" + get.translation(trigger.card) + "额外指定一个目标?", (card, player, target) => { return !_status.event.sourcex.includes(target) && lib.filter.targetEnabled2(_status.event.card, player, target); }) .set("sourcex", trigger.targets) .set("ai", function (target) { var player = _status.event.player; return get.effect(target, _status.event.card, player, player); }) .set("card", trigger.card); "step 1"; if (result.bool) { if (!event.isMine() && !event.isOnline()) game.delayex(); } else event.finish(); "step 2"; if (result.bool) { var targets = result.targets; player.line(targets, "thunder"); trigger.targets.addArray(targets); game.log(targets, "也成为了", trigger.card, "的目标"); } }, }, yeyan: { inherit: "yeyan", filter: function (event, player) { const huoji = player.getStorage("jianjie_huoji"), lianhuan = player.getStorage("jianjie_lianhuan"); return ( huoji.length > 0 && lianhuan.some(source => { return huoji.includes(source) && source.isIn() && source.hasSkill("jianjie"); }) ); }, contentBefore: function () { player.awakenSkill("jianjie_yeyan"); var skill = lib.skill.jianjie; var huoji = player.getStorage("jianjie_huoji").slice(0), lianhuan = player.getStorage("jianjie_lianhuan").slice(0); huoji.forEach(source => { skill.removeMark("huoji", source, player, true); }); lianhuan.forEach(source => { skill.removeMark("lianhuan", source, player, true); }); }, }, }, }, xinfu_yinshi: { audio: 2, trigger: { player: "damageBegin4" }, forced: true, filter: function (event, player) { const skill = lib.skill.jianjie; if (skill.hasMark("huoji", player) || skill.hasMark("lianhuan", player)) return false; if (!player.hasEmptySlot(2)) return false; if (event.hasNature()) return true; return get.type(event.card, "trick") == "trick"; }, content: function () { trigger.cancel(); }, ai: { notrick: true, nofire: true, nothunder: true, effect: { target: function (card, player, target, current) { const skill = lib.skill.jianjie; if (skill.hasMark("huoji", target) || skill.hasMark("lianhuan", target)) return false; if (player == target && get.subtype(card) == "equip2") { if (get.equipValue(card) <= 8) return 0; } if (!target.hasEmptySlot(2)) return; if (get.tag(card, "natureDamage")) return "zerotarget"; if (get.type(card) == "trick" && get.tag(card, "damage")) { return "zeroplayertarget"; } }, }, }, }, xinfu_chenghao: { audio: 2, trigger: { global: "damageEnd", }, filter: function (event, player) { return event.lianhuanable == true && event.player.isIn(); }, frequent: true, content: function () { "step 0"; event.cards = game.cardsGotoOrdering( get.cards( game.countPlayer(function (current) { return current.isLinked(); }) + 1 ) ).cards; if (_status.connectMode) game.broadcastAll(function () { _status.noclearcountdown = true; }); event.given_map = {}; "step 1"; if (event.cards.length > 1) { player.chooseCardButton("称好:请选择要分配的牌", true, event.cards, [1, event.cards.length]).set("ai", function (button) { if (ui.selected.buttons.length == 0) return 1; return 0; }); } else if (event.cards.length == 1) { event._result = { links: event.cards.slice(0), bool: true }; } else { event.finish(); } "step 2"; if (result.bool) { event.cards.removeArray(result.links); event.togive = result.links.slice(0); player .chooseTarget("选择一名角色获得" + get.translation(result.links), true) .set("ai", function (target) { var att = get.attitude(_status.event.player, target); if (_status.event.enemy) { return -att; } else if (att > 0) { return att / (1 + target.countCards("h")); } else { return att / 100; } }) .set("enemy", get.value(event.togive[0], player, "raw") < 0); } "step 3"; if (result.targets.length) { var id = result.targets[0].playerid, map = event.given_map; if (!map[id]) map[id] = []; map[id].addArray(event.togive); } if (cards.length > 0) event.goto(1); "step 4"; if (_status.connectMode) { game.broadcastAll(function () { delete _status.noclearcountdown; game.stopCountChoose(); }); } var list = []; for (var i in event.given_map) { var source = (_status.connectMode ? lib.playerOL : game.playerMap)[i]; player.line(source, "green"); list.push([source, event.given_map[i]]); } game.loseAsync({ gain_list: list, giver: player, animate: "draw", }).setContent("gaincardMultiple"); }, }, xinfu_wuniang: { trigger: { player: ["useCard", "respond"], }, audio: 2, direct: true, filter: function (event, player) { return event.card.name == "sha"; }, content: function () { "step 0"; player .chooseTarget(get.prompt("xinfu_wuniang"), "获得一名其他角色的一张牌,然后其和场上所有的“关索”摸一张牌。", function (card, player, target) { if (player == target) return false; return target.countGainableCards(player, "he") > 0; }) .set("ai", function (target) { return 10 - get.attitude(_status.event.player, target); }); "step 1"; if (result.bool) { var target = result.targets[0]; player.logSkill("xinfu_wuniang", target); player.line(target, "fire"); event.draws = game.filterPlayer(function (current) { if (current == target) return true; return current.name == "guansuo" || current.name2 == "guansuo"; }); player.gainPlayerCard(target, "he", true); } else event.finish(); "step 2"; game.asyncDraw(event.draws, 1); game.delay(); }, }, xinfu_xushen: { derivation: ["xinfu_zhennan"], audio: 2, subSkill: { count: { trigger: { player: "recoverBegin", }, forced: true, silent: true, popup: false, filter: function (event, player) { if (!event.card || event.card.name != "tao") return false; if (!event.source || !event.source.hasSex("male")) return false; if (!player.isDying()) return false; if ( game.hasPlayer(function (current) { return current.name == "guansuo" || current.name2 == "guansuo"; }) ) return false; return true; }, content: function () { trigger.xinfu_xushen = true; }, sub: true, }, }, group: ["xinfu_xushen_count"], trigger: { player: "recoverAfter", }, limited: true, init: function (player) { player.storage.xinfu_xushen = false; }, filter: function (event, player) { if (player.storage.xinfu_xushen) return false; if (player.isDying()) return false; return event.xinfu_xushen == true; }, direct: true, skillAnimation: true, animationColor: "fire", content: function () { "step 0"; trigger.source.chooseBool("【许身】:是否将自己的一张武将牌替换为“关索”?").set("ai", function () { return false; }); "step 1"; if (result.bool) { player.awakenSkill("xinfu_xushen"); player.logSkill("xinfu_xushen", trigger.source); if (trigger.source.name2 != undefined) { trigger.source.chooseControl(trigger.source.name1, trigger.source.name2).set("prompt", "请选择要更换的武将牌"); } else event._result = { control: trigger.source.name1 }; } else event.finish(); "step 2"; trigger.source.reinitCharacter(result.control, "guansuo"); player.recover(); player.addSkills("xinfu_zhennan"); }, mark: true, intro: { content: "limited", }, }, xinfu_falu: { subSkill: { spade: { marktext: "♠︎️", intro: { name: "紫薇", content: "mark", }, }, heart: { marktext: "♥︎️", intro: { name: "玉清", content: "mark", }, }, club: { marktext: "♣︎️", intro: { name: "后土", content: "mark", }, }, diamond: { marktext: "♦︎", intro: { name: "勾陈", content: "mark", }, }, }, forced: true, audio: 2, trigger: { player: ["loseAfter", "enterGame"], global: ["loseAsyncAfter", "phaseBefore"], }, filter: function (event, player) { if (event.name.indexOf("lose") != 0) return event.name != "phase" || game.phaseNumber == 0; if (event.type != "discard" || event.getlx === false) return false; var evt = event.getl(player); for (var i = 0; i < evt.cards2.length; i++) { if (!player.hasMark("xinfu_falu_" + get.suit(evt.cards2[i]))) return true; } return false; }, content: function () { if (trigger.name.indexOf("lose") !== 0) { for (var i = 0; i < lib.suit.length; i++) { if (!player.hasMark("xinfu_falu_" + lib.suit[i])) player.addMark("xinfu_falu_" + lib.suit[i]); } return; } var evt = trigger.getl(player); for (var i = 0; i < evt.cards2.length; i++) { var suit = get.suit(evt.cards2[i]); if (!player.hasMark("xinfu_falu_" + suit)) player.addMark("xinfu_falu_" + suit); } }, ai: { threaten: 1.4, combo: "xinfu_zhenyi", }, }, xinfu_dianhua: { trigger: { player: ["phaseZhunbeiBegin", "phaseJieshuBegin"], }, frequent: true, audio: 2, filter: function (event, player) { for (var i = 0; i < lib.suit.length; i++) { if (player.hasMark("xinfu_falu_" + lib.suit[i])) return true; } return false; }, content: function () { "step 0"; var num = 0; for (var i = 0; i < lib.suit.length; i++) { if (player.hasMark("xinfu_falu_" + lib.suit[i])) num++; } var cards = get.cards(num); game.cardsGotoOrdering(cards); var next = player.chooseToMove(); next.set("list", [["牌堆顶", cards], ["牌堆底"]]); next.set("prompt", "点化:点击将牌移动到牌堆顶或牌堆底"); next.processAI = function (list) { var cards = list[0][1], player = _status.event.player; var target = _status.event.getTrigger().name == "phaseZhunbei" ? player : player.next; var att = get.sgn(get.attitude(player, target)); var top = []; var judges = target.getCards("j"); var stopped = false; if (player != target || !target.hasWuxie()) { for (var i = 0; i < judges.length; i++) { var judge = get.judge(judges[i]); cards.sort(function (a, b) { return (judge(b) - judge(a)) * att; }); if (judge(cards[0]) * att < 0) { stopped = true; break; } else { top.unshift(cards.shift()); } } } var bottom; if (!stopped) { cards.sort(function (a, b) { return (get.value(b, player) - get.value(a, player)) * att; }); while (cards.length) { if (get.value(cards[0], player) <= 5 == att > 0) break; top.unshift(cards.shift()); } } bottom = cards; return [top, bottom]; }; "step 1"; var top = result.moved[0]; var bottom = result.moved[1]; top.reverse(); for (var i = 0; i < top.length; i++) { ui.cardPile.insertBefore(top[i], ui.cardPile.firstChild); } for (i = 0; i < bottom.length; i++) { ui.cardPile.appendChild(bottom[i]); } player.popup(get.cnNumber(top.length) + "上" + get.cnNumber(bottom.length) + "下"); game.log(player, "将" + get.cnNumber(top.length) + "张牌置于牌堆顶"); game.updateRoundNumber(); game.delayx(); }, ai: { combo: "xinfu_falu", threaten: 2.2, }, }, xinfu_zhenyi: { group: ["zhenyi_spade", "zhenyi_club", "zhenyi_heart"], trigger: { player: "damageEnd", }, audio: 2, filter: function (event, player) { //if(!event.hasNature()) return false; return player.hasMark("xinfu_falu_diamond"); }, prompt2: "弃置「勾陈♦」标记,从牌堆中获得每种类型的牌各一张。", content: function () { "step 0"; player.removeMark("xinfu_falu_diamond"); event.num = 0; event.togain = []; "step 1"; var card = get.cardPile(function (card) { for (var i = 0; i < event.togain.length; i++) { if (get.type(card, "trick") == get.type(event.togain[i], "trick")) return false; } return true; }); if (card) { event.togain.push(card); event.num++; if (event.num < 3) event.redo(); } "step 2"; if (event.togain.length) { player.gain(event.togain, "gain2"); } }, ai: { combo: "xinfu_falu", }, }, zhenyi_spade: { trigger: { global: "judge", }, direct: true, filter: function (event, player) { return player.hasMark("xinfu_falu_spade"); }, content: function () { "step 0"; var str = get.translation(trigger.player) + "的" + (trigger.judgestr || "") + "判定为" + get.translation(trigger.player.judging[0]) + ",是否发动【真仪】,弃置「紫薇♠」标记并修改判定结果?"; player .chooseControl("spade", "heart", "diamond", "club", "cancel2") .set("prompt", str) .set("ai", function () { //return '取消'; var judging = _status.event.judging; var trigger = _status.event.getTrigger(); var res1 = trigger.judge(judging); var list = lib.suit.slice(0); var attitude = get.attitude(player, trigger.player); if (attitude == 0) return 0; var getj = function (suit) { return trigger.judge({ name: get.name(judging), nature: get.nature(judging), suit: suit, number: 5, }); }; list.sort(function (a, b) { return (getj(b) - getj(a)) * get.sgn(attitude); }); if ((getj(list[0]) - res1) * attitude > 0) return list[0]; return "cancel2"; }) .set("judging", trigger.player.judging[0]); "step 1"; if (result.control != "cancel2") { player.addExpose(0.25); player.removeMark("xinfu_falu_spade"); player.logSkill("xinfu_zhenyi", trigger.player); //player.line(trigger.player); player.popup(result.control); game.log(player, "将判定结果改为了", "#y" + get.translation(result.control + 2) + 5); trigger.fixedResult = { suit: result.control, color: get.color({ suit: result.control }), number: 5, }; } }, ai: { rejudge: true, tag: { rejudge: 1, }, expose: 0.5, }, }, zhenyi_club: { audio: "xinfu_zhenyi", enable: "chooseToUse", viewAsFilter: function (player) { if (player == _status.currentPhase) return false; return player.hasMark("xinfu_falu_club") && player.countCards("hs") > 0; }, filterCard: true, position: "hs", viewAs: { name: "tao", }, prompt: "弃置「后土♣」标记,将一张手牌当桃使用", check: function (card) { return 15 - get.value(card); }, precontent: function () { player.removeMark("xinfu_falu_club"); }, }, zhenyi_heart: { trigger: { source: "damageBegin1", }, audio: "xinfu_zhenyi", filter: function (event, player) { return player.hasMark("xinfu_falu_heart"); }, check: function (event, player) { if (get.attitude(player, event.player) >= 0) return false; if ( event.player.hasSkillTag("filterDamage", null, { player: player, card: event.card, }) ) return false; return true; //return player.hasMark('xinfu_falu_spade')||get.color(ui.cardPile.firstChild)=='black'; }, prompt2: function (event) { return "弃置「玉清♥」标记,令对" + get.translation(event.player) + "即将造成的伤害+1。"; }, logTarget: "player", content: function () { player.removeMark("xinfu_falu_heart"); trigger.num++; }, }, xinfu_zhennan: { audio: 2, trigger: { target: "useCardToTargeted", }, filter: function (event, player) { return event.card.name == "nanman"; }, direct: true, content: function () { "step 0"; player .chooseTarget(get.prompt("xinfu_zhennan"), "对一名其他角色造成1-3点随机伤害", function (card, player, target) { return target != player; }) .set("ai", function (target) { var player = _status.event.player; return get.damageEffect(target, player, player); }); "step 1"; if (result.bool && result.targets && result.targets.length) { game.delay(); player.logSkill("xinfu_zhennan", result.targets); var num = [1, 2, 3, 1, 1, 2].randomGet(); if (get.isLuckyStar(player)) num = 3; //player.line(result.targets[0],'fire'); result.targets[0].damage(num); } }, ai: { expose: 0.25, }, }, }; export default skills;